For the heck of it, I decided to port my old Skotadi rules to the new system. I’m not seriously recommending using them.
Skotadi have only three capabilities:
Shift – Gross change and perception. Shift deals with things that are distant from you. It is used to move swiftly, attack or move things at range, and perceive things. Covers stringtech and parts of nanotech.
Tempering – Subtle changes to oneself and people around you. Covers metatech, changing the core values and physiology of those around you and yourself.
Stasis – The defensive capability. This is used to prevent any sort of change (such as damage or social manipulation) to oneself or one’s surroundings.
Skotadi capabilities never match Strategy cards (which are used in light-matter space). Skotadi have their own Strategy cards for dark-matter space, which match their own capabilities:
Adapt: +1 following Drive, +1 with tempering, +2 vs. hold, +2 vs. shift
Hold: +1 following Adapt, +1 with stasis, +2 vs. drive, +2 vs. tempering
Drive: +1 following Hold, +1 with shift, +2 vs. adapt, +2 vs. stasis
So, if competing in light-matter space, use the normal Strategy cards. Skotadi capabilities can be used with any card, but match none of them (for either attack or defense).
Descriptors
Longreach (Enhanced Shift): See gravity and mass, telescopic and microscopic perception. Generate force several kilometers away. Fly. Destroy infrastructure or small warmachines (╪).
Boundless (Cutting-edge Shift): See the equivalent of the full EM spectrum. Perceive magnetism. Fire through objects without harming anything but your target. Generate a wormhole, given enough power. Teleport short distances. Kill someone at planetary range (╪).
Adaptable (Enhanced Tempering): Change your own CVs at will. Multiple simultaneous trains of thought. Regenerate lost body parts, or create new ones. Improved reflexes. Change someone else’s CVs (╪).
Unconstrained (Cutting-edge Tempering): Change your biochemistry to survive new environments. Memory recombination. Change the nature of your immediate environment at the chemical level (for example, make walls brittle or air wet). Treat anything within 10 meters as part of yourself. Change your goal mid-way through a conflict (╪).
Bounded (Enhanced Stasis): Deflect heavy weapons. Ignore perfectly convincing arguments. Perfect recall. Immortality. Share your defenses with anything you can interact with (use Shift for range) (╪).
Unchanging (Cutting-edge Stasis): Survive diving into a sun. Enemy Enchanced characteristics (other than Stasis) do not grant new goals against you, and enemy Cutting-edge characteristics (other than Stasis) only grant the new goals that the Enhanced versions would (╪).
Skotadi subsume Expertise into Core Values. Skotadi CVs are valued at 1, 2, 4, 8, and 12. Skotadi have a maximum of 5 CVs, and the total cannot exceed 15. Their CVs can be used as skills on appropriate tests, and have x2 reserve. All Skotadi CVs are complex and define both a goal and a means to that goal. For example: “spread peace through working with humans” or “advance shifttech by exploring”. Skotadi CV goal/means pairs are rarely direct. For example, “spread peace by negotiating between hostile parties” and “advance shifttech through research” are unlikely CVs.
Skotadi can change their own CVs during play. To reduce a CV, roll tempering (plus any appropriate CVs) vs. the CV being reduced. The CV is willing to spend all of its remaining reserve to defend itself. To increase a CV (or make a new one if a slot is not filled), Roll Tempering (plus an appropriate CV) vs. a target number set by the GM. If the CV is especially appropriate to current events, the GM should make the target number low.
Skotadi with a CV at 8 or 12 get the “Unstoppable” modifier and lose 1 import.