How to Play

STATIC runs on familiar d20 bones — if you've ever rolled a twenty-sider, your hands already know the shape: six ability scores, skills, saving throws, armor class, base attack bonus. The difference is what the machine is pointed at.

Callings

Instead of fantasy classes, characters take a Calling — the role they've grown into inside the resistance. Eleven ship in the core rulebook: Operative, Fixer, Rioter, Broadcaster, Medic, Feral, Ex-Operator, True Believer, Scout, Anomaly and Technomancer. Some are purely martial or skill-driven; others channel the Fringe.

The two tracks: Cover Score and Heat

Cover Score is your public social-credit rating — attached to whatever identity you're currently walking around as, your real one or a burner. Heat is different: how much the Coherence Office actually suspects the person underneath the cover, no matter how clean the cover looks. Score is the mask; Heat is the hunt. You can polish one while the other quietly climbs — and Heat is the one that eventually catches up with you.

Credence

A third dial, set at character creation and free to drift: how instinctively your character trusts anything tagged Verified. Skeptic, Pragmatic or Credulous — it's a roleplaying dial and a mechanical one at once, and it decides how you react the first time the GM aims a Manufactured Verified at you.

A session of STATIC

Play alternates between job scenes — infiltration, sabotage, extraction, the heist engine — and life scenes: Node downtime, relationships, the slow pressure of the Score. As Heat rises, the paranoia starts leaking into the life scenes too. That's not a bug. That's the game.

Download the free character sheet, roll a character online, or get the core rulebook and run the included adventures tonight.