End of Humanity

# Brief History up to the 23rd century

The 21st century was a time of change, but no change was greater than the Robotic Wars. Around 2080 - 2085, great advances in robotics and A.I. have led to a greatly improved automation of nearly all aspects of human life. This caused massive unemployment, which led to social unrest, which led to outright, widespread revolts. These were the "Robotic Wars", and they did not occur in one single place, but were a worldwide event.

The Environmental Collapse
At the end of the 21st century, Earth could take it no longer. Climate change reached a point in which the melting of the ice-caps released huge methane reservoirs into the atmosphere. This led to the sudden desertification of large areas of land just as the rise in ocean levels claimed a good part of coastal cities. Soon, worldwide food production suffered heavy losses and could no longer sustain the current population. The civil wars that had started with the rise of robotics, in the face of the environmental collapse, led to the complete failure of many established states. 2090 was the decade of the World Civil-War.

New World Order
As entire nations fell, old countries merged into greater national blocks, and each of these overcame the civil wars which ravaged the world on a different way. Some, like the "Asian Combine" became oppressive police states. Others, like the "North-American Trust" lost all governmental authority and fell completely under corporate control. The national blocks which arose at the start of the 22^^nd^^ century were:
* The North American Trust (N.A.T.): A combine of the greatest corporations which purchased all land encompassing central and North America as these states failed one after another. This is, in fact, a corporation-led nation where democracy is just something written in the history books. The Trust is ruled by an executive board elected from the CEOs of the most powerful corporations.
* The South American Republic (S.A.R.): All of South America became a war zone as, at the height of the crisis, average inflation reached 10.000% monthly. One particular warlord, Miguel Santos, managed to unite these remnants by force and founded the Souch American Republic, which is in fact a socialist dictatorship that is "republic" only in name.
* The European Coalition (E.C.): The old european countries voted to create a meta-government with extraordinary powers in order to contain the extreme civil unrest (yes, England too). This became the European Coalition, and marked one of the most pacific transitions into a national block.
* The Asian Combine (A.C.): As most asian countries lost their ability to keep order, it opened up the opportunity for the strongest of them, China, to wage war and annex them all (which included Taiwan, at that point). Thus, after a string of bloody battles that no other country could oppose, nearly half an hemisphere was joined in the "Asian Combine", a powerful and oppressive police-state.
* The African Federation (A.F.): Africa was one of the continents most damaged by the environmental collapse, and what little order it had eroded quickly. It was the first continent where order broke down, and the last to re-unify. However, its re-unification was the most pacific of them all, and the African Federation became what is likely the only nation that is truly democratic.
* The Pacific Union (P.U.): As Australia became a completely desertic wasteland, its government moved to the underwater cities it had just started to build. With that, they managed to preserve some of their navy, which they, then, used to help and coerce oceanic island nations into joining their national block. Thus, the Pacific Union was formed, a nation that is as large underwater as it is on land.

It is usual to refer to these national blocks by their last denomination. So, "The Trust" refers to "The North-American Trust", and "The Coalition" refers to "The European Coalition".

A unified currency
The fall of most established nations at the end of the 21st century was also a period of extreme economic instability when nations became unable to guarantee the value of their own currencies. Thus, the world migrated to what was, at the time, the most stable option outside of fiat currencies, and that was the Bitcoin. When the supra-national blocks started to emerge, bitcoin was already established as a worldwide currency, and even though some attempts at new fiat currencies were attempted, they were unable to restore confidence in the state's ability to maintain them.
Therefore, bitcoin became the world's unified currency. However, since the total amount of bitcoins is locked at 21 million, only very, very wealthy people have even one bitcoin. For most things, prices are marked in "satoshis" (whose symbol is S$), which is the smallest part of a bitcoin. One bitcoin can be split in 100 million satoshis.
A rough relation of prices can be established to today's prices at 1 US$ today to 1 S$ in this setting.

Finally... Fusion!
2107 was the year in which, at long last, the first commercially viable nuclear fusion power plant went into operation. After this first breakthrough, many other fusion plants were soon installed. The huge energy output, allied with an actual clean energy, started to literally change the face of the Earth. By 2130 all of the world's power came from fusion. By 2150, environmental damage caused by climate change was confirmed to be regressing, and at the end of the 22^^nd^^ century, Earth's climate had all but healed.
Fusion power is big and bulky, so it cannot be used portably, but nuclear fission power also evolved, and have been miniaturized so much that it could be safely used to power-up cars indefinitely.

The Linear Motor Launcher
By 2115 the Trust built the first version of the "Linear Motor Launcher", a 5000-km long [[[https:*en.wikipedia.org/wiki/Linear\_motor|linear motor]]] which spanned from one side to the other of the previously continental U.S.A. The L.M.L. was able to launch into orbit capsules containing humans and cargo. This opened up an entire new avenue of space exploration, and marked the start of the true colonization of the Solar System. To the Trust LML, other LMLs were created, and eventually, every national block came to build at least one of their own LMLs.*

Cybernetic Revolution
Robotics had been advancing at a rapid pace since 2080, but it was only in 2131 that the first mass-produced commercially-viable cybernetic implant broke into the market. That sparked a true revolution, and in a few years there were people lining up for cybernetic implants even without any medical need to do so.
However, it was in 2137 that the most disruptive of these implants became available to the public: the "Neuratek I", a full cerebral interface which allowed a person to interact with their computers using their minds. The Neuratek opened up the digital world as a new frontier for the human kind, and caused such a social hype that most nations had to pass laws forbidding their installation on minors, and limiting their use in certain areas of the brain (there were some people, in those early days, who lost their lives by constantly stimulating their pleasure centers and starving to death).

The first space cities
2146 marked the start of a new age of human colonization, with the innauguration of the first fully functional space city, by the Asian Combine, called "Xīn shìyě" (New Horizons). It housed 200.000 inhabitants and was, at first, purely dedicated to scientific research. The North-American Trust followed suit, in 2150, with the "George Washington", which housed 500.000 inhabitants and was aimed at supporting space mining operations. From there on, dozens of other space cities have been founded. Up until today, space cities are the main form of colonization outside of earth, since the effects of low gravity in the human body are dangerous, varied, and after a point, irreversible.

Superconductivity for all
2155 saw discovery of the first room-temperature superconductor, a [[[https:*en.wikipedia.org/wiki/High-entropy\_alloy|high-entropy alloy]]] made of of Silicon, Tellurium and Cesium. That was the single most impactful discovery which accelerated space exploration. With a Room-Temperature Superconductor, flying cars, which used quantum-levitation, became possible. Out-of orbit flights became exponentially cheaper, greatly improving mobility away from Earth's boundaries. Also, because superconductors are perfect electromagnetic shields, space transports, cities and ships improved a lot their radiation shielding, allowing for long-term inhabitation of deep space a reality. Even new spaceship propulsion systems were developed, with the advent of feasible magnetic sails.*

The Great War
By 2165, the Solar System was hanging by a thread of tension as continental blocks engaged in a vicious cold-economic war over space resources. All it would take to start a conflict was the right spark, and that spark came in the form of a termonuclear terrorist attack on the North American Trust.
On July 24th, 2165, a 1 megaton warhead was detonated in the City of San Francisco. Initial evidence pointed to Asian Combine, even though they vehmently denied authorship of this attack. Nevertheless, the time for diplomacy had passed, and the new conflict which ensued became the first war greater than the "world", it was a system-side war.
Every national block became embroiled in this war. Even the South American Republic, which attempted to remain neutral up until the end, had to take sides as attacks between the other nations started targetting them with the excuse of imposing "aggressive sanctions".
The loss of human life was exreme. During this conflict, a number of megacorporations managed to maintain order by contracting entire armies as security, and became a de-facto supranational power. Space cities, which were easy targets, were all but forced to declare their independence in hopes of avoiding total destruction. Thus, from the ashes of Old Earth, new nations such as Mars, Venus and Ganymede arose.
The Great War lasted for 20 years, and changed the very landscape of planet Earth, turning fertile fields into barren wastelands, causing the meltdown of whatever was left of the polar ice caps, displacing millions, killing hundreds of thousands. People massively left Earth, and those who stayed sought refuge in the ever-growing megacorporations.
By the end of the war, the nations' fighting power had dwindled to a standstill. In 2189, investigators uncovered evidence that the initial nuclear attack had been, in fact, perpetrated by a radical hacker group called "Reset-Zero" intent on bringing down the global economic system. Arrests were made, confessions were signed, and with a good enough scapegoat, Earth's nations signed an armistice that ended the war. Lately, in 2210, further evidence seemed to suggest that not all those arrests had been justified, and that maybe the 2189 trials had been a bit more than just biased. However, that is a can of worms no political power wants to reopen, so the matter is just not talked about.

The Great Expansion
By 2190, Earth was in shambles. Nations, in their rebuild efforts, were incapable of maintaining order in the depths of space, which became, for a time, a no-man's land. Mars and Ganymede, through the use of mercenary companies and clever alliances with pirate factions, slowly became the greatest powers in outer space.
The Great Expansion was a new gold-rush, but for heavier elements mined from the system's asteroids. As Earth's national blocks solidified their position in the new landscape, the polytical theatre had fundamentally changed with the appearance of new major players:
* **The Martian Council:** At the height of the War, Mars was the main port of home for refugees from Earth. As its orbital cities crowded, a new administrative council was elected as the senate of the first, ever, off-world nation. The main martian corporation is the "Mars Terraform Protect", the MTP, which managed to crash two big comets on the surface, turning the once red planet into slightly magenta. Extremophile bacteria are slowly removing impurities from the soil, and it is believed that in about 200 years, Mars will become a continental planet like Earth. Nevertheless, for now, the vast majority of martians live in huge orbital cities around the planet. In spite of living by a planet named by the ancient god of war, martians are by nature peaceful, being the descendants of refugees from the worst armed conflict in history. Martians excel in biotechnology, diplomacy, and space-faring.
* **The Venusian Cloud Cities:** Great cities atop baloons fill the outer atmosphere of Venus. The Venusian Cloud Cities started as the passion project of trillionaire Marek Zeinon in 2157, and have become fully-fledged colonies by 2174, when the War was in full swing. Being the domain of the Zeinon Corporation from the start, the Venusian Cloud Cities became an economic superpower by exporting the various resources mined from Venus' surface to fund the War on Earth. Venus also sports a heavy terraform project, even though it is in a much earlier stage than Mars'. Venusians are commerce-oriented opportunists which grew under a covernment with very, very little oversight, to the point where most things considered a crime can be bought and sold there. Some would call it an anarcho-capitalist utopia, others, a distopia.
* **The Ganymede Imperium:** Far away from Earth, the jovian moon of Ganymede became a safe haven for those who wanted to flee the War, and all that was wrong in Earth's society in general. Criminals, outcasts, deviants, they all fled to Ganymede. During the great expansion, Ganymede was a haven for pirates and smugglers. It is no surprise, then, that the government that arose became a militaristic, extremist, imperialist nation which despised all that earth stood for, and aimed at creating a new, better world under the guidance of their totalitarian leaders. Ganymedians have very effective combat ships and are among the deadliest fighters in the system. Also, the most idealistic. Ganymede's current objective is nothing short of outrageous: the colonization of an earth-like world discovered orbiting the nearby star of Proxima Centauri.

Also, major trans-national corporations have become relevant political powers:
* **Biocorp:** The first megacorporation to ever be formed, the Bio-Corporation was the amalgamation of the world's greatest farmaceutical, food and agricultural corporations. In the first decade of the great war, these companies attempted a complete merge in order to protect themselves. Major nations objected to the formation of this huge trust-cartel, but Biocorp simply refused to comply with anti-monopoly laws, and since no nation was in a position to enforce these laws at the time, the first megacorporation was formed. This was the opening of pandora's box which paved the way for all others megacorps to come.
* **Technet:** The joining of nearly all tecnological hardware manufacturers resulted in Technet, the megacorp that owns human technology. From smartphones, to PCs, to specialized equipment, and even the widespread, and controversial, Neuratech. Everything electronical comes from Technet.
* **Private Army Corporation:** In times of global war, mercernary companies are a dime a dozen. Thus, it was only natural that they would all coalesce into the Private Army Corporation. Even after the war ended, the PAC saw many new contracts, especially patrolling space when nations were unable to enforce order in the solar system.
* **Cyberdyne:** Ther major manufacturer of cyberware, Cyberdyne started as a division of Technet which broke free of the company in 2210, in what became the first-ever inter-corporation war. It came out on top, and managed to wrestle out of Technet an irrevocable contract of separation. Nowadays, if you have cybernetic implants, there's Cyberdyne in you.
* **Artemsk-Iona Corp.:** The union of the world's largest software manufacturers, which is known by having elected as its C.E.O. an artificial intelligence created by engineers Victor Artemsk and Sarah Iona, who lent their names to the A.I.: Artemsk-Iona. Its operating system, AIOS, is the only relevant OS in the system (no matter what linux enthusiasts may say).
* **International Space Consortium:** The largest manufacturer of spaceships in the system, the ISC started its life as the "Nova Space Industries", which grew to engulf all competition and, at the start of the 23rd century, became the sole provider of spaceships. It also builds and repairs orbital cities, performs mining operations on-contract, and is therefore the most profitable corporation in all of the system.
* **Solar Wellfare Co.:** The great war left a wound that never really healed. Social unrest and disorder became so widespread that simple police work could no longer contain it. As a last-ditch effort to save society, nations and corporations alike joined forces and created the "Solar Wellfare Co.", a megacorporation which aims to provide the basic needs for the functioning of society: food, housing, clothing and transportation. Since its inception, it has gained so much influence that, at present, it is unthinkable to dissolve it.

The Unification Forum
In 2123, after many attempts by the system's nations to curtail the ever-growing power of the megacorporations, a novel idea was proposed by the martian council. Political unification across the entire solar system, creating a meta-government which would regulate all of human economy. This was the beginning of the "Unification Forum", a series of meetings and talks across all national leaders about how to make it happen.
At first, many wouldn't consider the Forum to be a serious movement, but as discussions progressed, it became clearer and clearer that this was, in fact, a possibility. By 2228, it seemed that a viable charter had been agreed upon, and all that was left was the signing of the system's leaders.
The signing ceremony which would herald a new era of political union was set to happen at the "TianWei summit", which would take place at the just-innaugurated orbital station of TianWei, on Earth. On the fateful day, March 13th, the leaders gathered, and as the ceremony started, the station exploded.

The Great Wake-Up Call
The months and the year that followed the TianWei summit were likely the most tense ones in history. Nations and corporations alike retreated and went to war, but this war was mainly contained to border skirmishes. Everyone needed to find a culprit, and no one wanted a repeat of the great war without absolute certainty.
As time passed, and investigation after investigation turned up no new leads, it started to get ever clearer that maybe no one would ever find out what happened for certain. The event created opportunities for some megacorps to justify open action against one another on several fronts, but on many cases, these confrontations were local, and did not spread.

The current year
2244 dawns to greet a solar system under tense divisions across all nations. Megacorps are not pulling any punches and fighting openly with one another whenever an opportunity presents itself. Nations cannot contain these attempts as this would leave them open to attacks from one another, and no one wants to give the PAC further power by hiring them for an open war. It is a time of extragavance, violence, idealism and discoveries. It is a test of mankind's humanity, it is its threshold. Maybe, its end.

# Net-Diving and Computer Hacking

Hacking works like a regular, physical combat. Attackers use their "Computers" skill in order to remove "digital stress slots" of a target system. If they take over the system, they gain access and can control it remotely.

The "Computers" Skill
Computers is a new skill in the "End of Humanity" setting. Characters use this skill in order to perform any advanced interaction with digital equipment, such as programming, debugging, hacking, digital investigation and defending against other hackers. In order to use this skill, a character needs direct contact with a computer peripheral (characters with a "neuratek" installed always have a peripheral in their brains) that is able to interact with the system they are attempting to affect.

Hacking mechanics.
Hacking simply means acquiring access to a system which you shouldn't have in the first place. The attempt occurs like a regular combat, but with a few modifications.

Initiative
No initiative roll is required. A hacker always goes first, as a defending system has no reason to defend against an attack before it atually happens. If more than one hacker are attempting to hack the same system at the same time, then they each roll "Computers" to determine who goes first. The system defends against both attempts simultaneously.
Attack Rolls
Hackers roll against "Computers" to determine their attack shifts. By default, a system can always defend as such attacks are blatantly obvious. However, an attacker can attempt a "stealth" attack, taking every possible precaution not to be detected. Stealth attacks impose a -2 roll penalty to the atack roll. Systems can defend normally against stealth attacks, but in this case, unless their defense rolls had a success shift of 3 or more, they cannot counterattack.
Defense Rolls
Every system have their own value of the "Computers" skill with which they defend against attacks. If they defended against such an attack and identified the attacker, then they may counterattack in their own turn. If the attack was a successful stealth attack, then the defending system cannot counterattack.

If a defending system manages a counterattack, it may also perform a "stealth counterattack". If successful, the original attacker itself cannot attack in their turn, as they are unaware the defending system is attacking them!
Digital Stress
Simple systems, like smartphones, home TVs, and the like, have 1 digital stress point. Most civilian systems, like personal computers, or commercially available neurateks, have 2 digital stress points. Digitally reinforced systems, like servers, can have 3 to 5 digital stress points. Paranoid military systems can have up to 7 digital stress points.
Victory Results
When a hacking conflict ends in favor of the hacker, they may do whatever they intended in the targeted system. By default, this "victory" grants an access which lasts for the remainder of the scene. However, the hacker may cause permanent physical damage to the system, if they so desire, and in this case, the effects of the hacking may be permanent.
Hacking another's neuratek

# Cybernetics and Genetic Engineering

Both cybernetic implants and genetic modifications are tracked in game terms through a new skill, called "Modding". Each point in "modding" allows a character to choose one genetic modification or one cybernetic implant. These take the form of additional aspects that can be invoked as usual, but which can also be invoked with the modding skill itself.
Modding is not without dangers, however. A person's (original) body may cause rejection to cybernetic implants or genetic modifications, which can cause severe "setbacks". For each point in which the "modding" skill exceeds the character's "physique" skill, one "setback" must be acquired. A setback is, simply put, a "consequence" (either mental or physical) which never goes away. It fills up one of the slots reserved for character's consequences, which may dinimish the character survivability in a prolonged conflict. If a modded character increases their "physique" skill, it may erase one of their modding setbacks.
The aspects acquired with the modding skill are in additional to the usual 5 aspects a character can assume. However, players can use one or more of their 5 base aspects as an additional cyber/genetic mod, if they have at least 1 point in the "modding" skill. This grants them no penalty for the extra modification.
If a character cannot acquire new consequences, and still mod their body beyond its physical limit, one of three things may happen. They may die at the operating table, or they may go into a coma, or they go bat-shit crazy and have to be put down like a dog. Either way, that's end of the line for them.

The Modding Skill
This skill tracks a character's modifictions to their own body through technology. Each point allows the character to choose an aspect related to the modification, such as: "bionic arm", "enhanced blood oxygenation", "subdermal armor", or something of the sort. These aspects can be invoked as usual. A character may spend their entire turn in an exchange to make a roll against "modding". The success shifts in this roll grant them a number of free invocations of their mods, for that scene.
Special cases may apply to specific modifications.
* Mods that increase a character toughness, such as "subdermal armor" or "strenghtened skeleton" may be invoked to reduce an incoming damage by 2 points.
* Mods that increase a character's endurance, such as "enhanced blood flow", or "biochemical stimulants" may be invoked to grant the character an additional physical stress slot for a scene. Only one additional stress slot is allowed per mod.
* Mods that implant new weapons, such as "retractable claws" or "embedded rocket launcher" can be used to enhance a character's final damage in an attack roll, or to grant the character attack modifiers (see below).
* Mods can be selected that affect other characters, such as "coordination ferormones" or "poison breath". These can be invoked to apply a boost to other characters, with one free invocation. If these boosts are applied again on a character already affected by them, they become aspects which last for the entire scene.

Once a mod is invoked during a scene, it is considered "active" until the scene ends or its effect takes place. An "active" mod cannot be invoked again, unless it is first used up.
Modding can only be improved through genetic or cybernetic surgery. The cost of this surgery equals 1.000 for the first modding point, and 10 times more for each additional level. Therefore, to go from "modding 2" to "modding 3", a character would need to spend S$ 100.000.

Attack modifiers
Embedded weapons or mods that affect other characters can greatly enhance a character's options in combat. When selecting a weapon as their modification, the character may opt to add one or more attack modifiers to it. Once selected, the mod cannot be used without these modifiers. They are emeshed into the mod itself.
Each attack modifier grants a penalty to the attack rolls made using the mod.
* **Explosive Attack:** Like grenades or rockets. This attack affects every single target in a given zone, although the attack itself radiates from a central point. These attacks impose a -1 penalty to the attack roll. It is possible to defend against an explosive attack with an "Athletics" test that beats the attacker's success shifts. This indicates that the targets are trying to take cover behind whatever obstacle that exists in the zone. If it is established that the attack zone is completely clear of objects, and there is nowhere to hide, the characters can still defend themselves by trying to use each other as a cover. In this case, at least one character must withstand the full effect of the attack.
* **Cone Attack:** Such as flamethrowers. These attacks cover an arc, and impose a -1 penalty to the attack roll. Defending against a cone attack uses the same mechanics as defending against explosive attacks, with the modification that targets can defend themselves with "Athletics" even if there is no cover in the zone. Cone attacks affect up to a maximum of half of the targets present in the zone.
* **Beam Attacks:** Such as lasers. These attacks can affect targets many zones away, up to line of sight. They impose a -1 penalty to the attack roll. Beam attacks can be defended as usual, as long as the target is aware of the attack.
* **Gas Attacks:** Such as pherormones. The character can fill up the entire zone they are in with noxious gas. This imposes a -2 penalty to the attack roll. Such attacks can be defended with "Physique", but not with "Athletics". It is assumed that the character itself is immune to their own gas attacks.

The Neuratek 1000
Of all cybernetic modifications, none is so widespred than the controversial "neuratek", the most successful of Technet's products. The neuratek is, basically, a computer peripheral in your brain, which allows a person to interact with machines with their thoughts alone. By thinking they send out commands, and their own vision becomes a computer screen as their optical cortex is directly stimulated by computers.
This allows for an unprecedented integration between human and machine, and turns users into computers themselves. It also grants users a level of access to their own brains that goes beyond safety parameters. Even though recent models don't allow users to directly stimulate their pleasure or pain centers anymore (which lead to some ugly disasters in the past), it does allow for a hacker to hack directly into another's brain.
The neuratek 1000 has minimal processing power and memory. It works pretty much like a peripheral. It contains an internal short-range radio that can detect and interact with equipments up to 100m away with the "Bluetooth 5" technology.
Users of a neuratek can engage in self-hacking, which allows them to alter their own biochemistry by stimulating or curtailing the emission of certain hormones. Examples of self hacking include: "Adrenalin Injection", "Retina Refresh Rate Increase", "Pain Negation", "Increased Attention Span", "Memory Retention Increase", etc. A self-hack is achieved by rolling against "modding". On a success, the character adds a boost to itself with the description of the self-hack they intend. On a success by 3 or more, this boost comes with a free invocation.
Anytime a character with a neuratek interacts with digital equipment, they can add a =1 to whatever rolls their perform, due to how fast they can act and react in the digital landscape.

# Psionics

The existence of psionics is still not common knowledge. This phenomenon has been occurring for over a decade now, and is way past the realm of "conspiracy theory" at this point. Many serious individuals believe humanity is indeed developing psychic powers. However, they are still a minority, and the sheer preposterousness of this belief is enough to make most rational people doubt it.
Nevertheless, players can create a psionic character if they so wish, one which started manifesting their potential but hasn't yet been "caught" by whatever is targetting them. The only restriction is that psionic characters cannot have any kind of modification: neither cybernetic nor genetic, not even an implanted neuratek.
Psychic characters follow the official rules for psionics for fate core, published **HERE**. The only change to these rules is that characters do not have to lower their refresh to be psionics, instead the first psychic talent can be acquired as a normal stunt.
Psychic characters will have to be ready to live a life on the run, off-grid, always looking over their shoulders. On an over-technological setting, any traffic camera that zooms in on their face may be enough to end their life.

# Spaceships

Spaceships are everythere in the solar system. This setting uses extra rules for managing spaceships and for starship combat found **HERE**.

# New Stunts

***Augment*** You were genetically engineered by your parents (or by the people responsible for your birth). Add three extra genetic mods to your character, beyond the usual 5 aspects. You do not need to have the "modding" skill to activate your augments, instead you can do so by rolling against "physique". If you do have the modding skill, you can roll whichever skill is higher to activate your aguments.
***Corporate Rat*** You have privileged access to a specific corporatios. Maybe you are a contactor with access to confidential material, or you were in a regional board and is now retired. Nevertheless, if you ever need information about what happens inside of that corporation, it will be easier for you to get that info.
***Cybernetic Tolerance*** For one reason or another, this character's body is overly tolerant to cybernetic or genetic modifications. When determining if they will suffer setbacks due to modifications, their "physique" skill counts as if it was 2 points higher.
***Digital Sneak*** This character is expert in invading systems and leaving no trace. They can perform stealth hacking attempts at -1, and, when defending, can detect stealth attacks in a success of 2 or more.
***Ethical Hacker*** This character is an expert in digital defensive operations and cybersecurity. When performing "defend" tests with their "computers" skill, they have =2 to their rolls.
***Reinforced Digital Neuratek*** This character's neuratek has extra layers of digital protection. It contains 3 digital stress slots, instead of the usual 2. This stunt cannot be selected more than once.
***Social Network Expert*** This character is specialized in digging information on others by digital means. Whenever they are attempting to gather information on someone, something or an organization, they can use their "Computers" skill instead of "Investigate".
***Spinal Antenna*** Alongside with their neuratek, this character installed an antenna that runs through their entire spine. This allows their neuratek to detect and interact with equipments up to 1km away.

* There is a **portuguese version** of this document.