Vector fires his rifle from a braced stance as a rusted dock crane lunges at him in the rain.

Build someone the registry can't file

Pick an archetype, two powersets and a travel line, and learn what each one costs you in a fight.

Where your power comes from

  • Default

    Spliced

    The city put it in you.

    Powers are installed at the Splice Clinic, in public.

  • Alternative

    Cleanskin

    You refused the needle.

    No weave-alloy, no Surge, nothing for the registry to scan. A gadget belt and a peak-human baseline instead. See the fork below.

The creator, screen by screen

Eight archetypes

On the street an archetype is called a line: a way of fighting someone else worked out first and you learned from them. Seven can be chosen in the creator. Revenant has to be earned.

In the dev build The creator runs in the development build. Only SALVO's kit runs in a fight.

  • Assault

    SALVO

    Ordnance on tap.

  • Support

    Motherboard-9

    The deck that thinks back. Shields, turrets, and a network that keeps your squad alive.

  • Brawler

    Rondo

    Rhythm as a weapon. Every hit lands on the beat, and the beat gets faster.

  • Vanguard

    Girder

    Load-bearing. You are not winning the fight; you are the reason it has a shape.

  • Controller

    Fermata

    The mark over a note that says hold it as long as you like. The street stops where you decide it stops, and starts again when you say.

  • Infiltrator

    Subito

    Suddenly. Nothing, nothing, nothing, and then it has already happened.

  • Conductor

    Consort

    A consort is one instrument that happens to be in several places. You do not command a crew; you build one, and it goes through the door first.

  • PrestigeEarned by rite, Operator 50

    Revenant

    The city killed you once. It did not take.

After the archetype, the creator asks for a body (lithe, athletic or heavy), pronouns, an accent colour and a power look.

How archetypes work

Eight ways to move, and what each costs

Every tree costs the same 22 travel points, and a first node opens at Operator 10 (Operator is your level). What sets them apart is what each one costs you in a fight.

Partly built Six lines run in the development build. Jury-Rig's gadgets are not built, and Fluxboard is in the workshop.

  • FlightWeave

    Skybreak

    The Lattice never revoked the sky.

    The cost. The most punished line in a fight. You take Strain while hovering in combat, you are the biggest silhouette on the street, and Meridian no-fly domes shut you out.

  • Super speedWeave

    Redline

    Your legs subscribe to the conveyor.

    The cost. You need runway. Any hit drops you back to a walk, and you can't cross gaps.

  • TeleportWeave

    Ghostware

    You decline the distance instead of crossing it.

    The cost. Bursts, never a cruise. Every blink leaves a shimmer, the loudest tell in the game.

  • SwingWeave

    Graviton

    Crane permissions. The oldest maintenance right in the city.

    The cost. Anchors or nothing.

  • Super swimWeave

    Tiderunner

    The only line that is faster below the surface than above it.

    The cost. Water only.

  • AcrobaticsSkill

    Freerunner

    No weave, no wings, no excuses.

    The cost. The slowest top speed of the eight. It is also the only line that is never clamped in a fight.

  • Gadget beltGear, partly built

    Jury-Rig

    You engineered around the needle.

    The cost. Borrows every verb, masters none. It jams, and it runs dry.

  • Board flightIn the workshop

    Fluxboard

    Somebody welded handles onto a freight plate.

    The cost. It cannot climb.

How the travel lines work

Fifteen powersets

In Catena they call powers leaked permissions. Each set has three abilities and one passive.

  • Heavy LiftThe city was poured for people who weigh what people weigh.
  • QuicksilverEveryone else is waiting on a queue you were moved to the front of.
  • SkywritAltitude is a position, and you are the only one holding it.
  • Arc LanternThe grid never stopped paying out.
  • Long WritGun before ware.
  • KilnworkThe Deepworks still runs hot, and you are one of its vents.
  • ColdsnapYou are not stopping them.
  • RootkitEveryone else inherited a superpower.
  • HardlightYou put a wall where there wasn't one, and the argument ends.
  • GraftworkThe city keeps taking pieces off you.
  • NullskinThe registry cannot file what it cannot see.
  • DownwellDown is a setting, and you are the one holding the dial.
  • GreytideYou do not carry a weapon.
  • Signal ChoirYou do not shout.
  • IronweaveYou are the reason the rest of them get to be clever.

Every powerset, and the fusions

Or no powers at all

The scanners at every checkpoint read weave-alloy. A Cleanskin gives them nothing to read.

The design gives a Cleanskin a gadget belt, a peak-human body and Clutch, which buys Focus (bullet-time) and one Second Wind (survive a killing blow, once). Clutch, Focus and Second Wind are designed and not built yet. A Cleanskin can still take powersets, carried on hardware instead of in the body.

Cleanskins keep the gear and skill lines (Freerunner, Jury-Rig, and Fluxboard, which is still in the workshop) and get Freerunner's first node free.

At Operator 30 the road is designed to fork

Apex ConditioningStay human.
ChromedContraband chrome, hunted on scan, and the Heat resource.

The Cleanskin road in full