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CREDITS

Compiled By Special Thanks


J. Scott Zumwalt Korlall

Cover Art
AndreeWallin (https://andreewallin.deviantart.com/art/
Dragon-vs-soldiers-120003037)

CONTENTS
Fantasy.................................................................................1 Post Apocalypse................................................................94
Science Fantasy.................................................................33 Steampunk.........................................................................95
Science Fiction..................................................................57 Space Opera......................................................................97
Age of myth.......................................................................88 Weird War.........................................................................99
Modern..............................................................................90 General.............................................................................100
Monster world...................................................................91 Appendix I.......................................................................108

SOURCES LEGEND
ADS...........................Androids, Drones, and Synthetics Adversary Deck RoT.................................................................................Realms of Terrinoth
GCRB......................................................................Genesys Core Rulebook SotB....................................................... Android: Shadow of the Beanstalk
EPG....................................................................... Expanded Player's Guide SotC..........................................................Keyforge: Secrets of the Crucible
HC........................................GenCon 2017 Adventure The Haunted City UC.................................................................. Undercity (Android Novella)
RMC.............................. Runners, Mercs, and Criminals Adversary Deck

Document Version 4.0.2


This is a fan publication and is not
produced by Fantasy Flight Games.
© 2017 Fantasy Flight Games. Genesys is a trademark of Fantasy Flight Games.
Fantasy Flight Games and the FFG logo are registered trademarks of Fantasy Flight Games.

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Adversaries anthology
ii GENESYS
FANTASY
Equipment:
• Fiery breath: Ranged; Damage 16; Critical 3; Range
Medium; Blast 16, Burn 3, Prepare 1
Ancient Dragon (Nemesis) • Claws: Brawl; Damage 17; Critical 2; Range En-
gaged; Knockdown, Sunder, Vicious 5
5 4 5 4 5 4 Source: RoT p. 195

Brawn Agility Intellect Cunning Willpower Presence Assassin (Nemesis)


Soak Value w. Threshold S. Threshold M/r Defense
8 45 34 0 0 2 4 3 4 2 2
Brawn Agility Intellect Cunning Willpower Presence
Power Level: c 17, p 10, g 10
Soak Value w. Threshold S. Threshold M/r Defense
Skills: Arcana 4 (llllk), Brawl 4 (llllk), 2 12 14 4 3
Charm 3 (lllk), Coercion 4 (llllk),
Cool 3 (lllk), Discipline 4 (llllk), Power Level: c 9, p 3, g 6
Ranged 4 (llll), Resilience 4 (llllk),
Runes 4 (llllk), Vigilance 3 (lllkk). Skills: Cool 2 (ll), Coordination 3 (lllk),
Deception 3 (lllk), Medicine 2 (llk),
Talents: Melee (Light) 2 (llkk), Perception 2 (llkk),
• Adversary 2: Upgrade the difficulty of combat Ranged 2 (llkk), Skulduggery 3 (lllk),
checks targeting this character twice. Stealth 4 (llll), Vigilance 3 (llk).
• Swift: A dragon does not spend additional maneu- Talents:
vers to move through difficult terrain.
• Adversary 1: Upgrade the difficulty of checks target-
Abilities: ing this enemy once.
• Claw Sweep: A dragon may spend a from a Brawl • Backstab: May target an unaware target with a com-
check to hit an additional engaged opponent that bat check using a Melee (Light) weapon and the
would be no more difficult to attack than the orig- Skulduggery skill instead of the Melee (Light) skill.
inal target, dealing base damage +1 damage per s. If successful, the attack deals +2 damage per s, in-
• Flyer: Can fly; see page 100 of the Genesys Core stead of +1.
Rulebook. • Precision Strikes: Use Cunning in place of Brawn
• Silhouette 4 for Brawl and Melee (Light) checks.
• Terrifying: At the start of the encounter, all of their Abilities:
opponents must make a Daunting (kkkk) fear check • Lightning Draw: May draw or sheathe a dagger or
as an out-of-turn incidental, as per page 243 of the similar small weapon as an incidental; there is no
Genesys Core Rulebook. If there are multiple sources limit to how many weapons an assassin can ready
of fear in the encounter, the opponents only make one this way per turn.
fear check against the most terrifying enemy.
• Poisoner: As an incidental, may apply poison to
Spells: Ancient dragons can use any magic actions al- all weapons. A character wounded by a poisoned
lowed for the Arcana and Runes skills, and may select weapon must make a Hard (kkk) Resilience check
additional effects as normal. The spells they use most of- as an out-of-turn incidental or suffer 4 additional
ten are the following: wounds, and must check again on their next turn if
• Unbind Spell: The dragon chooses a target within the check generates d.
short range that is under the effects of a spell and • Vanish: After performing a check, may spend aa or
makes a Hard (kkk) Arcana check. If the check is t to hide from all other characters in the encounter.
successful, the spell effects on the target end.
Equipment:
• Words of Unmaking: The dragon chooses one mag-
• Scimitar: Melee (Light); Damage 6; Critical 2; Range
ic item (including a magic weapon and armor or
(Engaged); Defensive 1
runebound shard within medium range and make
an Daunting (kkkk) Arcana check. If successful, • Two katars: Melee (Light); Damage 5; Critical 2;
until the beginning of the dragon’s next turn that Range Engaged; Accurate 1
item loses its magical ability and becomes a mun- • Three daggers: Ranged; Damage 5; Critical 3; Range
dane gem, suit of armor, sword, rock, etc. The drag- (Short); Accurate 1; Limited Ammo 3
on may maintain this spell by performing the con- • Bow: Ranged; Damage 7; Critical 3; Range Medium;
centrate maneuver. Unwieldy 2
• A variety of concealing cloaks.
Source: RoT p. 247

Adversaries anthology
GENESYS 1
Aymhelin Scion (Rival) • Acid Spit: Ranged; Damage 4; Critical 4; Range
(Short); Burn 2, Pierce 3
4 3 2 3 2 3 or
Brawn Agility Intellect Cunning Willpower Presence • Webbing: Ranged; Damage 1; Critical 6; Range
(Short); Ensnare 3.
Soak Value w. Threshold M/r Defense Source: GCRB p. 147
5 18 0 0
Barghest (Rival)
Power Level: c 6, p 2, g 3
4 3 1 2 3 1
Skills: Cool 2 (llk), Discipline 2 (ll),
Brawn Agility Intellect Cunning Willpower Presence
Brawl 3 (lllk), Resilience 4 (llll)
Soak Value w. Threshold M/r Defense
Talents:
5 13 0 0
• Adversary 1: Upgrade the difficulty of checks target-
ing this enemy once. Power Level: c 4, p 1, g 1
• Swift: An Aymhelin Scion does not perform extra
Skills: Athletics 2 (llkk), Brawl 2, (llkk),
maneuvers to move through difficult terrain.
Perception 3 (llk), Resilience 3 (lllk),
Abilities: Vigilance 2 (llk).
• Cage of Roots: Once per round after a character
Talents:
moves within medium range of the Aymhelin Scion,
• Swift: A barghest does not spend additional maneu-
the Aymhelin Scion may perform an out-of-turn in-
vers to move through difficult terrain.
cidental to immobilize that character for the remain-
der of the encounter. As an action an immobilized Abilities:
character can attempt a Hard (kkk) Athletics check • Maul: A barghest adds jj to Brawl checks against
on their turn to no longer be immobilized. prone or immobilized targets.
• Silhouette 2 • Terrifying: At the start of the encounter, all of its
Equipment: opponents must make a Hard (kkk) fear check as
an out-of-turn incidental, as per page 243 of the
• Limbs: Brawl; Damage 8; Critical 4; Range Engaged;
Genesys Core Rulebook. If there are multiple sourc-
Knockdown.
Source: RoT p. 178
es of fear in the encounter, the opponents only make
one fear check against the most terrifying enemy.
Bane Spider (Rival) • Undead: Does not need to breathe, eat, or drink,
and can survive underwater; immune to poisons
4 3 1 2 1 1 and toxins.
Brawn Agility Intellect Cunning Willpower Presence
Equipment:
Soak Value w. Threshold M/r Defense
• Claws and Fangs: Brawl; Damage 6; Critical 3;
5 16 0 0 Range (Engaged); Knockdown, Vicious 1.
Source: RoT p. 163
Power Level: c 5, p 1, g 2
Skills: Brawl 2 (llkk), Cool 2 (lk),
Coordination 2 (llk), Ranged 1 (lkk),
Stealth 2 (llk), Vigilance 3 (lkk).
Talents:
• None.
Abilities:
• Skitter: Can move across walls, ceilings, and giant
spider webs without penalty.
Equipment:
• Venomous fangs: Brawl; Damage 5; Critical 3;
Range (Engaged); Burn 2, Pierce 3.

Adversaries anthology
2 GENESYS
Baronial Knight (Rival) Berserker (Minion)
3 2 2 2 3 3 3 2 1 2 2 1
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Soak Value w. Threshold M/r Defense
5 16 4 3 3 5 0 0
Power Level: c 6, p 3, g 2 Power Level: c 2, p 1, g 1
Skills: Athletics 2 (llk), Discipline 2 (llk), Skills: Brawl, Melee (Light), Resilience, Survival.
Leadership 1 (lkk), Melee (Light) 3 (lll), Talents:
Resilience 2 (llk), Riding 3 (llk),
• None.
Vigilance 2 (llk).
Abilities:
Talents:
• Bone Spurs: A berserker who is targeted by a melee
• None.
combat check may spend hhh or d to cause the
Abilities: attacker to suffer 3 wounds.
• None. • A Good Death: As an incidental, at the start of its
Equipment: turn a minion group of berserkers that is engaged
• Sword: Melee (Light); Damage 6; Critical 2; Range with an enemy may remove a member of its group
(Engaged); Defensive 1. as a casualty to add +6 damage to the minion group’s
attack in that turn.
• Lance: Melee (Light); Damage 9; Critical 3; Range
(Engaged); Knockdown; a lance can only be used Equipment:
while mounted and can only be used to attack im- • Two Bone Blades: Melee (Light); Damage 6; Critical
mediately after performing a maneuver to engage 4; Range (Engaged).
the target. Source: RoT p. 213
• Large Shield: Melee (Light); Damage 4; Critical 5;
Range (Engaged); Defensive 2, Deflection 2, Inaccu-
rate 2, Knockdown.
• Plate Armor: +2 soak, +1 defense.
• War Mount: see RoT page 105.
Source: RoT p. 150

Beastman (Minion)
3 2 1 2 1 1
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


3 6 0 0
Power Level: c 2, p 1, g 1
Skills: Brawl, Perception, Vigilance.
Talents: None.
Abilities:
• Bestial Rage: A beastman or beastman minion
group that has taken damage reduces the Critical
rating of its attacks to 1.
Equipment:
• Fangs and Claws: Brawl; Damage 6; Critical 3;
Range (Engaged).
Source: GCRB p. 147

Adversaries anthology
GENESYS 3
Bloodsister And Nightseer (Nemesis) Equipment:
• Bone staff: +4 damage to magic attacks; the first
2 2 4 3 4 4 Range effect added does not increase difficulty; when
Brawn Agility Intellect Cunning Willpower Presence used to cast a spell that inflicts 1 or more wounds,
caster heals 1 wound.
Soak Value w. Threshold S. Threshold M/r Defense
• Leather Armor: +1 soak.
3 17 17 0 0 Source: RoT p. 213

Power Level: c 8, p 5, g 4 Brigand Leader (Rival)


Skills: Divine 3 (lllk), Coercion 3 (lllk),
Cool 2 (llkk), Knowledge (Forbidden) 4 (llll),
3 3 2 2 2 2
Brawn Agility Intellect Cunning Willpower Presence
Melee (Light) 1 (lk).
Soak Value w. Threshold M/r Defense
Talents:
• Adversary 1: Upgrade the difficulty of combat
4 14 1 1
checks targeting this character once.
Skills: Cool 2 (ll), Leadership 1 (lk),
• Dark Insight: Use Knowledge (Forbidden) to deter- Ranged 2 (llk), Melee (Light) 2 (llk).
mine spell effects.
Talents:
Abilities:
• None.
• Telepathic Bond: A bloodsister can perform an in-
cidental once per round to add j to the next check Abilities:
made by all other Uthuk Y’llan in the encounter. • None.
• Telepathic Domination: A bloodsister or nightseer Equipment:
may attempt to telepathically dominate a foe once • Axe: Melee (Light); Damage 6; Critical 3; Range
per encounter as an action, making an opposed Co- (Engaged); Vicious 1.
ercion vs. Discipline check targeting one character • Bow: Ranged; Damage 7; Critical 3; Range (Medi-
in short range; if successful, the target is immobi- um); Unwieldy 2.
lized for 1 round per s, and the bloodsister may • Shield: Melee (Light); Damage 3; Critical 6; Range
spend t to stagger the target for 1 round. (Engaged); Defensive 1, Deflection 1, Inaccurate 2,
• Dreamwalker: Once per session, a nightseer can Knockdown.
spend a Story Point to either re-roll the dice pool • Padded Armor: +1 soak.
after making a check, or to force a PC to re-roll the
Source: HC p. 2
dice pool after the PC makes a check.
Spells: Bloodsisters and nightseers can choose any magic
action allowed for the Divine skill, and may select addi-
tional spell effects as normal. The spells they use most
often are the following:
• Bone Eruption: Select one target at short or medium
range make a Hard (kkk) Divine check. If the check
is successful, this magic attack inflicts 8 damage, +1
damage per s, with the Pierce 4, Sunder, and Vicious
4 qualities, and with a Critical Rating of 2.
• Exsanguinate: Select one target at short or medi-
um range for this curse and make a Hard (kkk)
Divine check. If the check is successful, until the
end of the witch’s next turn, the target deceases the
ability of any skill checks they make by one and
suffers one additional wound each time they suffer
wounds. The witch can maintain these effects with
the concentrate maneuver.

Adversaries anthology
4 GENESYS
Brigand (Minion) City Guard (Rival)
3 2 1 2 1 1 3 2 2 2 2 2
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Soak Value w. Threshold M/r Defense
3 4 0 0 4 13 2 1
Skills: Cool, Melee (Light), Ranged. Skills: Discipline 1 (lk), Melee (Light) 2 (llk),
Talents: Perception 1 (lk), Vigilance 1 (lk).
• None. Talents:
Abilities: • None.
• None. Abilities:
Equipment: • None.
• Mace: Melee (Light); Damage 6; Critical 4; Range Equipment:
(Engaged). • Militia Spear: Melee (Light); Damage 5; Critical 4;
Source: HC p. 2 Range (Engaged); Accurate 1.
Carnivorous Flora (Rival) • Shield: Melee (Light); Damage 3; Critical 6; Range
(Engaged); Defen-sive 1, Deflection 1, Inaccurate 2,
2 2 1 1 1 1 Knockdown.
Brawn Agility Intellect Cunning Willpower Presence • Leather Armor: +1 soak.
Source: HC p. 10
Soak Value w. Threshold M/r Defense
2 12 0 0 Coachman (Rival)
Power Level: c 2, p 1, g 1 2 3 2 2 2 1
Brawn Agility Intellect Cunning Willpower Presence
Skills: Brawl 3 (llk), Resilience 2 (ll),
Stealth 4 (llkk). Soak Value w. Threshold M/r Defense
Talents: 3 10 1 1
• None. Skills: Brawl 1 (lk), Ranged 1 (lkk),
Abilities: Riding 2 (llk), Vigilance 2 (ll).
• Drag: a carnivorous flora can use a maneuver to Talents:
move a target affected by its thorny vines’ Ensnare • None.
quality to engaged range.
• Inconspicuous: a carnivorous flora in a natural en- Abilities:
vironment appears indistinguishable from an ordi- • None.
nary plant; a character can make a Hard (kkk) Per- Equipment:
ception or Vigilance check to identify a carnivorous • Dagger: Melee (Light) Damage 3; Critical 3; Range
flora. (Engaged); Accurate 1.
• Rooted: a carnivorous flora cannot perform maneu- • Padded Armor: +1 soak.
vers to move. Source: HC p. 8
• Silhouette 2
• Unexpected Attack: a carnivorous flora that has not
been yet been identified as a threat uses Stealth to
determine initiative.
Equipment:
• Thorny vines: Brawl; Damage 4; Critical 4; Range
(Short); Auto-fire, Ensnare 3.
• Snapping jaws: Brawl; Damage 8; Critical 3; Range
(Engaged); Vicious 2.
Source: RoT p. 258

Adversaries anthology
GENESYS 5
Danne Bulvert (Rival) weapon’s base damage, plus any damage from appli-
cable talents or abilities. The death knight can’t use
2 3 2 3 1 2 this talent if the original attack incapacitates them.
Brawn Agility Intellect Cunning Willpower Presence Abilities:
Soak Value w. Threshold M/r Defense • Mounted Charge: A mounted death knight adds
2 12 0 0 jj to its first melee attack after performing a ma-
neuver to engage the target in the same turn.
Skills: Cool 2 (ll), Coordination 2 (llk), • Terrifying: At the start of the encounter, all of their
Deception 2 (llk), Melee (Light) 2 (ll), opponents must make a Daunting (kkkk) fear
Skulduggery 3 (lll), Stealth 3 (lll). check as an out-of-turn incidental, as per page 243
of the Genesys Core Rulebook. If there are multiple
Talents:
sources of fear in the encounter, the opponents only
• None. make one fear check against the most terrifying en-
Abilities: emy.
• None. • Undead: Does not need to breathe, eat, or drink,
Equipment: and can survive underwater; immune to poisons
and toxins.
• Dagger: Melee (Light); Damage 3; Critical 3; Range
(Engaged); Accurate 1. Equipment:
• Blackjack: Melee (Light); Damage 5; Critical 5; • Sword: Melee (Light); Damage 8; Critical 2; Range
Range (Engaged); Disorient 2, Stun Damage. (Engaged); Defensive 1.
Source: HC p. 13 • Flail: Melee (Heavy); Damage 9; Critical 3; Range
Death Knight (Nemesis) (Engaged); Cumbersome 3, Linked 1, Unwieldy 3.
• Battered Armor: +2 soak, +1 defense.
3 3 2 3 3 1 • war mount see page 105.
Brawn Agility Intellect Cunning Willpower Presence Source: RoT p. 164

Soak Value w. Threshold S. Threshold M/r Defense Deep Elf (Rival)


5 20 14 0 0
2 3 2 3 3 2
Power Level: c 9, p 2, g 3 Brawn Agility Intellect Cunning Willpower Presence

Skills: Cool 2 (lk), Discipline 3 (lll), Soak Value w. Threshold M/r Defense
Melee (Heavy) 3 (lll), Melee (Light) 3 (lll), 2 12 1 1
Resilience 2 (llk), Riding 3 (lll).
Power Level: c 3, p 2, g 3
Talents:
• Adversary 1: Upgrade the difficulty of combat Skills: Discipline 2 (llk),
checks targeting this character once. Knowledge (Forbidden) 3 (llk) ,
• Parry 3: When a death knight suffers a hit from a Melee (Light) 3 (llk), Skulduggery 2 (llk),
melee combat check, after damage is calculated (but Stealth 3 (lll).
before soak is applied, so immediately after Step 3 Talents:
of Perform a Combat check on page 102 of Genesys • Dual Wielder: May perform a maneuver to reduce
Core Rulebook), they may take a Parry incidental. the difficulty of the Deep Elf ’s next combined check
They suffer 3 strain and reduce the damage dealt by to attack with two weapons during their turn by one.
that hit by five. This talent may only be used once per
Abilities:
hit and when the death knight is wielding a Melee
weapon. • Shadow Training: Enemies add j to magic checks
targeting a Deep Elf .
• Improved Parry: When a death knight suffers a hit
from a melee combat check and uses Parry to reduce Equipment:
the damage from that hit, after the attack is resolved, • Two Freezing Blades: Melee (Light); Damage 5;
they may spend hhh or d from the attacker’s Critical 2; Range (Engaged); Accurate 1, Sunder.
check to use this talent. Then, the death knight au- Source: RoT p. 190
tomatically hits the attacker once with a Brawl or
Melee weapon they are wielding. The hit deals the

Adversaries anthology
6 GENESYS
Deepwood Archer (Minion) for the Arcana skill, and may select additional spell ef-
fects, as normal. The spells they use most often are the
3 3 2 3 2 2 following:
Brawn Agility Intellect Cunning Willpower Presence • Tremor: The Dimora chooses one target at short
range and makes an Average (kk) Arcana check.
Soak Value w. Threshold M/r Defense
If the check is successful, this magic attack inflicts
4 4 1 1 7 damage, +1 damage per s and the target and
Power Level: c 4, p 1, g 1 all characters engaged with the target are knocked
Skills: Cool, Ranged, Perception, Vigilance. prone. The Dimora can spend a on the check to
move the target up to one range band in any direc-
Talents: None. tion.
Abilities: • Prison of Stone: The Dimora chooses one target
• Point Blank Shot: When making a Ranged combat at short range and makes an Average (kk) Arcana
check targeting an opponent the Deepwood Archer check. If the check is successful, this magic attack in-
is engaged with, increase the difficulty once (instead flicts 7 damage, +1 damage per s, with the Blast 3
of the twice). and Ensnare 3 qualities.
Equipment: Equipment:
• Deepwood Longbow: Ranged; Damage 8; Critical • Stone Blades: Melee; Damage 7; Critical 3; Range
2; Range (Extreme); Accurate 1, Cumbersome 3, Su- (Engaged); Vicious 2.
perior, Unwieldy 3. • Stone Fists: Brawl; Damage 5; Critical 3; Range (En-
• Leather Armor: +1 soak. gaged); Disorient 2, Knockdown.
Source: RoT p. 179 Source: RoT p. 191

Dimora (Nemesis)
4 1 3 2 4 1
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense


6 18 18 0 0
Power Level: c 7, p 3, g 3
Skills: Arcana 3 (lll), Brawl 2 (llkk),
Cool 3 (lkk), Knowledge (Lore) 3 (lll),
Melee (Light) 2 (llkk), Stealth 2 (lk).
Talents:
• Durable 2: A Dimora reduces any Critical Injury re-
sult it suffers by 20, to a minimum of 01.
Abilities:
• Creature of the Aenlong: A Dimora reduces the
difficulty of Arcana checks by one, to a minimum
of Easy (k), and increases the base damage of their
Attack spells by three.
• Stonewalker: A Dimora moves normally through
difficult or impassable terrain of stone, soil, or sim-
ilar materials.
• Terrifying: At the start of the encounter, all of their
opponents must make a Average (kk) fear check
as an out-of-turn incidental, as per page 243 of the
Genesys Core Rulebook. If there are multiple sourc-
es of fear in the encounter, the opponents only make
one fear check against the most terrifying enemy.
Spells: The Dimora can choose any magic action allowed

Adversaries anthology
GENESYS 7
Djinn (Nemesis) Dragon Hybrid (Rival)
4 3 4 5 5 5 4 3 1 2 3 2
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense Soak Value w. Threshold M/r Defense
6 25 25 1 1 6 15 1 0
Power Level: c 12, p 12, g 10 Power Level: c 7, p 2, g 1
Skills: Arcana 5 (llllk), Brawl 3 (lllk), Skills: Brawl 2 (llkk), Coercion 2 (llk),
Charm 3 (lllkk), Cool 3 (lllkk), Melee (Heavy) 1 (lkkk), Ranged 2 (lkk),
Deception 4 (llllk), Discipline 4 (llllk), Resilience 2 (llkk), Vigilance 1 (llk)
Lore 4 (llll), Melee (Light) 3 (lllk), Talents:
Negotiation 4 (llllk), Vigilance 3 (lllkk).
• Adversary 1: Upgrade the difficulty of combat
Talents: checks targeting this character once.
• Adversary 3: Upgrade the difficulty of combat Abilities:
checks targeting this character three times.
• Draconic Heritage: Dragon hybrids reduce the
• Ruinous Repartee: As an action, target a character damage they take from fire and similar sources by
within medium range and make an opposed Charm 3, Flyer: Can fly; see page 100 of the Genesys Core
or Coercion check versus Discipline; if successful, Rulebook.
target suffers 10 strain +1 strain per s, and the
Djinn heals an equal amount of strain. Equipment:
• Greatsword: Melee (Heavy); Damage 8; Critical 2;
Abilities:
Range (Engaged); Defensive 1, Pierce 1, Unwieldy 3.
• Airborne: Can fly; see page 100 of the Genesys Core
• Fiery Breath: Ranged; Damage 6; Critical 3; Range
Rulebook.
(Short); Blast 6, Burn 1, Prepare 1, Slow-Firing 2
• Shapeshifter: Once per round as an incidental, a
• Talons: Brawl; Damage 5; Critical 3; Range (En-
Djinn may increase or decrease its silhouette by 1
gaged); Vicious 1.
and change its appearance to that of any character or
creature of its current silhouette. • Scale Armor: +2 soak.
Source: RoT p. 151
Spells: Djinn may use any magic action permitted for
the Arcana skill, and may add spell effects as normal. The
spells they use most often are the following:
• Cyclone: The Djinn chooses one target at up to me-
dium range and make a Hard (kkk) Arcana check.
If successful, this magic attack inflicts 4 damage +1
damage per s, with the Disorient 4 and Knockdown
qualities. The Djinn can also spend a to move the
target up to one range band in any direction.
• Twisted Wish: The Djinn chooses one target with-
in short range and make a Daunting (kkk) Arcana
check. If successful, until the end of the Djinn’s next
turn, each time the target makes a skill check, de-
crease the ability by one and the Djinn may choose
to change any die in the pool not displaying t or d
to any other face. The Djinn may sustain these effects
with the concentrate maneuver.
Equipment:
• Conjured Scimitar: Melee (Light); Damage 9; Crit-
ical 2; Range (Engaged).
• Illusionary Claws: Brawl; Damage 6; Critical 3;
Range (Engaged); Vicious 2.
Source: RoT p. 248

Adversaries anthology
8 GENESYS
Dwarf Ancestral Specter (Rival) Dwarven Dragon Hunter (Nemesis)
3 3 2 3 4 2 4 2 2 3 4 2
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Soak Value w. Threshold S. Threshold M/r Defense
4 14 3 2 6 17 18 1 1
Power Level: c 6, p 2, g 2 Power Level: c 9, p 3, g 3
Skills: Discipline 3 (lllk), Melee (Light) 3 (lll). Skills: Discipline 4 (llll),
Talents: None. Melee (Light) 3 (lllk), Ranged 4 (llkk),
Resilience 3 (lllk), Survival 3 (lll).
Abilities:
Talents:
• Ancestral Gaze: While within short range of a
Dwarf Ancestral Specter, living Dwarves add s • Adversary 1: Upgrade the difficulty of checks target-
to their combat checks and t if the opponent is a ing this enemy once.
dragon. Abilities:
• Ghostly: Dwarf Ancestral Specters ignore the effects • Dauntless: Dwarven Dragon Hunters upgrade the
of terrain and darkness. ability of Discipline checks they make to resist fear
• Terrifying: At the start of the encounter, all of their or intimidation once.
opponents who are not Dwarves must make a Hard • Dark Vision: When making skill checks, Dwarves
(kkk) fear check as an out-of-turn incidental, as remove up to jj imposed due to darkness.
per page 243 of the Genesys Core Rulebook. If there Equipment:
are multiple sources of fear in the encounter, the op-
• Axe: Melee (Light); Damage 8; Critical 3; Range
ponents only make one fear check against the most
(Engaged); Vicious 1.
terrifying enemy.
• Portable Bolt Thrower: Ranged; Damage 9; Critical
• Undead: Does not need to breathe, eat, or drink,
2; Range (Extreme); Cumbersome 3, Pierce 2, Pre-
and can survive underwater; immune to poisons
pare 1.
and toxins.
• Dwarven Firebombs: Ranged; Damage 8; Critical
Equipment: 3; Range (Short); Blast 6, Burn 2, Limited Ammo 1.
• Ethereal Hammer: Melee (Light); Damage 7; Criti- Source: RoT p. 191
cal 2; Range (Engaged); Stun Damage.
Source: RoT p. 195

Dwarf Guilder (Rival)


2 1 3 2 3 2
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


3 14 0 0
Power Level: c 1, p 2, g 2
Skills: Melee (Light) 2 (ll), Ranged 2 (lk),
Resilience 2 (ll).
Talents: None.
Abilities:
• Dark Vision: When making skill checks, Dwarves
remove up to jj imposed due to darkness.
• Guild Member: When performing a check related
to their specific guild, Dwarf Guilders upgrade the
ability of the check twice.
Equipment:
• Guild tools and scrolls.
Source: RoT p. 191

Adversaries anthology
GENESYS 9
Eliza Farrow (Nemesis) • Curse of the Night: Choose one target within short
range and make a Hard (kkk) Arcana check; if the
4 4 4 4 4 5 check succeeds, the tar-get decreases the ability of
Brawn Agility Intellect Cunning Willpower Presence
any skill checks they make by one and reduce their
strain and wound thresholds by 4 until the end of
Soak Value w. Threshold S. Threshold M/r Defense Eliza Farrow’s next turn; she may maintain these ef-
6 18 20 1 1 fects by performing the Concentrate maneuver.

Skills: Arcana 3 (lllk), Brawl 2 (llkk), Equipment:


Charm 3 (lllkk), Cool 3 (lllkk), • Fangs: Brawl; Damage 6; Critical 2; Range (En-
Discipline 3 (lllk), gaged); Ensnare 1, Vicious 2.
Knowledge (Forbidden) 4 (lllk), Source: HC p. 6
Negotiation 3 (lllkk), Ranged 3 (lllk), Farrow’s Guard (Rival)
Riding 2 (llkk), Vigilance 2 (llkk).
Talents: 3 3 2 2 2 2
• Adversary 2: Upgrade the difficulty of combat Brawn Agility Intellect Cunning Willpower Presence

checks targeting this character twice. Soak Value w. Threshold M/r Defense
• Dark Insight: Use Knowledge (Forbidden) to deter- 4 14 1 1
mine spell effects.
Skills: Cool 2 (ll), Discipline 1 (lk),
Abilities:
Ranged 2 (llk), Riding 1 (lkk),
• Blood Call: When Eliza Farrow damages a target
Melee (Light) 2 (llk), Vigilance 1 (lk).
using her fangs or a magic attack, she heals wounds
equal to the wounds inflicted. Talents:
• Blood Mist: If Eliza Farrow suffers damage in excess • Quick Draw: Once per round, may draw or stow
of her Wound Threshold, she is not incapacitated, weapon as an incidental.
but takes the form of a cloud of blood mist. While in Abilities:
this form, she can fly (see page 100 of the GENESYS • Grapple: May take the Grapple incidental; until the
Core Rulebook) and does not suffer damage from start of the guard’s next turn, enemies must spend
physical attacks. If she suffers additional damage two maneuvers to disengage.
from a magical attack, she becomes incapacitated as • Stay Back!: When a character within short range at-
normal and resumes corporeal form. tempts to move past the guard, the guard may, as an
• Dominate: May use the Dominate action once per out-of-turn incidental, spend a Story Point from the
encounter, making an opposed Charm vs. Discipline GM pool and knock the character prone.
check targeting one character in short range; if suc-
cessful, the target is immobilized for 1 round per un- Equipment:
canceled s, and Eliza may spend t to stagger the • Sword: Melee (Light); Damage 6; Critical 2; Range
target for 1 round. (Engaged); Defensive 1.
• Sunlight Sensitivity: While exposed to sunlight, • Crossbow: Ranged; Damage 7; Critical 2; Range
Eliza Farrow reduces all her characteristics by 2 and (Medium); Pierce 2, Prepare 1.
halves her Wound Threshold and Strain Threshold. • Shield: Melee (Light); Damage 3; Critical 6; Range
• Undead: Does not need to breathe, eat, or drink (ex- (Engaged); Defensive 1, Deflection 1, Inaccurate 2,
cept blood), and can survive underwater; immune to Knockdown.
poisons and toxins. • Leather Armor: +1 soak.
Source: HC p. 7
• Vampiric Magic: Eliza Farrow reduces the difficulty
of all magic skill checks one step.
Spells: Eliza Farrow can choose any magic action al-
lowed for the Arcana skill, and may select additional spell
effects, as normal. Her favored spells are:
• Blood Funnel: Choose one target at short range for
the attack and make a Hard (kkk) Arcana check; if
the magic combat check succeeds, the target suffers
4 damage + 1 damager per uncanceled s, with Crit-
ical Rating 2 and the Blast 4 and Vicious 4 qualities.

Adversaries anthology
10 GENESYS
Feral Dragon (Nemesis) Abilities:
• Bloodthirst: When a ferrox inflicts wounds with its
5 4 2 4 4 2 fangs, it heals an equal number of wounds.
Brawn Agility Intellect Cunning Willpower Presence • Glider: Ferrox can fly, but cannot increase their al-
titude while doing so; see page 100 of the Genesys
Soak Value w. Threshold S. Threshold M/r Defense
Core Rulebook.
8 41 20 0 0
• Savage: A ferrox increases the damage of its attacks
Power Level: c 13, p 3, g 2 by 2 when targeting an immobilized foe.

Skills: Brawl 4 (llllk), Coercion 4 (llll), Equipment:


Cool 3 (llk), Discipline 4 (llll), • Hooked Claws: Brawl; Damage 6; Critical 3; Range
Ranged 4 (llll), Resilience 4 (llllk), (Engaged); Ensnare 1.
Vigilance 3 (lllk). • Fangs: Brawl; Damage 5; Critical 3; Range (En-
gaged); Vicious 1.
Talents:
Source: RoT p. 165
• Adversary 2: Upgrade the difficulty of combat
checks targeting this character twice. Flesh Ripper (Minion)
• Swift: A dragon does not perform additional ma-
neuvers to move through difficult terrain. 3 3 1 2 1 1
Brawn Agility Intellect Cunning Willpower Presence
Abilities:
Soak Value w. Threshold M/r Defense
• Flyer: Can fly; see page 100 of the Genesys Core
Rulebook. 3 6 1 1
• Silhouette 4. Power Level: c 3, p 1, g 1
• Sweep Attack: A dragon may spend a from a Brawl Skills: Brawl, Cool, Resilience, Vigilance.
check to hit one additional engaged opponent that
Talents:
would be no more difficult to attack than the original
target, dealing base damage +1 damage per s. • Swift: A flesh ripper does not spend additional ma-
neuvers to move through difficult terrain.
• Terrifying: At the start of the encounter, all oppo-
nents must make a Daunting (kkkk) fear check Abilities:
as an out-of-turn incidental, as per page 243 of the • Terrifying: At the start of the encounter, all of its
Genesys Core Rulebook. If there are multiple sourc- opponents must make a Hard (kkk) fear check as
es of fear in the encounter, the opponents make one an out-of-turn incidental, as per page 243 of the
fear check against the most terrifying enemy. Genesys Core Rulebook. If there are multiple sourc-
Equipment: es of fear in the encounter, the opponents only make
one fear check against the most terrifying enemy.
• Fiery Breath: Ranged; Damage 12; Critical 3; Range
(Medium); Blast 12, Burn 3, Slow-Firing 2. Equipment:
• Claws: Brawl; Damage 11; Critical 2; Range (En- • Claws and Fangs: Brawl; Damage 5; Critical 3;
gaged); Knockdown, Vicious 3. Range (Engaged); Vicious 1.
Source: RoT p. 152 • Spiked Tail: Brawl; Damage 5; Critical 4; Range (En-
Ferrox (Rival) gaged); Ensnare 1.
Source: RoT p. 214

3 3 1 2 2 1
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


3 13 0 0
Power Level: c 3, p 1, g 1
Skills: Brawl 2 (llk), Cool 2 (lk),
Coordination 1 (lkk), Resilience 1 (lkk).
Talents:
• None.

Adversaries anthology
GENESYS 11
Forest Guardian (Nemesis) Giant Snake (Rival)
5 2 2 2 3 3 4 2 1 2 2 1
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense Soak Value w. Threshold M/r Defense
6 25 18 0 0 4 14 0 0
Power Level: c 8, p 3, g 2
Power Level: c 4, p 1, g 1
Skills: Cool 2 (llk), Discipline 2 (llk),
Skills: Brawl 3 (lllk), Resilience 2 (llkk),
Brawl 2 (llkkk), Resilience 3 (lllkk).
Stealth 2 (ll)
Talents:
Talents:
• Adversary 2: Upgrade the difficulty of checks target-
• None.
ing this enemy twice.
Abilities:
Abilities:
• Silhouette 3.
• Sweep Attack: A Forest Guardian may spend a
from a Brawl check to hit an additional engaged • Swallow: May make an opposed Brawl check to
opponent that would be no more difficult to attack swallow an engaged target. If the check is successful,
than the original target, dealing base damage +1 swallowed characters are immobilized and suffer 6
damage per s. damage at the start of each round but can escape if
the snake is killed or by making a successful Hard
• Silhouette 3.
(kkk) Athletics check.
Equipment:
Equipment:
• Huge Limbs: Brawl; Damage 10; Critical 4; Range
• Jaws: Brawl; Damage 6; Critical 2; Range (Engaged);
(Short); Knockdown, Prepare 1.
Source: RoT p. 179
Vicious 2.
• Constricting coils: Brawl; Damage 10; Critical 3;
Giant (Nemesis) Range (Engaged); Ensnare 4, Stun 4.
Source: RoT p. 258
6 2 1 2 2 2
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense


8 33 29 0 0
Power Level: c 12, p 2, g 1
Skills: Athletics 2 (llkkkk), Brawl 2 (llkkkk).
Talents:
• Adversary 1: Upgrade the difficulty of combat
checks targeting this character once.
Abilities:
• Giant Stomp!: Brawl attacks that giants make have a
Critical rating of 3, and if they inflict Critical Injuries
+40 is added to the resulting Critical Injury result.
• Silhouette 3.
• Terrifying: At the start of the encounter, all of their
opponents must make a Hard (kkk) fear check as
an out-of-turn incidental, as per page 243 of the
Genesys Core Rulebook. If there are multiple sourc-
es of fear in the encounter, the opponents only make
one fear check against the most terrifying enemy.
Equipment:
• Huge Club: Melee; Damage 12; Critical 2; Range
(Short); Inaccurate 1, Knockdown, Prepare 1.
Source: RoT p. 226

Adversaries anthology
12 GENESYS
Gnome Minstrel (Nemesis) Goblin (Minion)
1 2 2 4 2 2 2 3 1 2 1 1
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense Soak Value w. Threshold M/r Defense
2 7 11 1 1 3 4 1 0
Power Level: c 1, p 2, g 3 Power Level: c 2, p 1, g 1
Skills: Charm 3 (llk), Coordination 1 (lk), Skills: Brawl, Cool, Deception, Melee (Light), Ranged,
Knowledge (Geography) 2 (ll), Stealth 1 (lk), Stealth.
Verse 2 (ll). Talents:
Talents: • None.
• Encouraging Song: While using a musical instru- Abilities:
ment, select one target within medium range and
• Dark Vision: When making skill checks, goblins re-
make a Hard (kkk) Verse check. If the check is suc-
move up to jj imposed due to darkness.
cessful, for each s the target adds j to their next
skill check. For each a, the target heals 1 strain. • Opportunistic: Goblins inflict 1 additional damage
with successful melee attacks on prone or immobi-
Abilities: lized targets.
• Haunting melodies: Gnome minstrels may spend
Equipment:
a in a successful Charm check to inflict 1 strain on
their target, and may do this multiple times. • Jagged Blade: Melee (Light); Damage 5; Critical 3;
Range (Engaged).
• Silhouette 0.
or
Spells: Gnome minstrels can choose any magic action al- • Crude Bow: Ranged; Damage 6; Critical 4; Range
lowed for the Verse skill, and may select additional spell (Medium); Unwieldy 2.
effects as normal. The spells they use most often are the • Wooden Buckler: Melee (Light); Damage 2; Criti-
following: cal 6; Range (Engaged); Defensive 1, Inaccurate 2,
• Addling Tune: Make an Average (kk) Verse check. pointy teeth Brawl; Damage 3; Critical 3; Range (En-
If the check is successful, until the end of the min- gaged); Vicious 1.
strel’s next turn, all other characters within medium • Grimy Patchwork Armor: +1 soak.
range must first suffer one strain before using the Source: RoT p. 152
concentrate maneuver. The minstrel can sustain this
effect with the concentrate maneuver.
• Demoralizing Stanza: Select one target within short
range and make an Average (kk) Verse check. If the
check is successful, until the end of the minstrel’s
next turn, the target decreases the ability of any skill
checks they make by one. The minstrel can sustain
this effect with the concentrate maneuver.
Equipment:
• Lute, pipes, and other musical instruments.
• Colorful garb.
Source: RoT p. 226

Adversaries anthology
GENESYS 13
Goblin Witcher (Rival) Greyhaven Wizard (Nemesis)
2 3 2 2 2 2 1 2 4 2 3 2
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Soak Value w. Threshold S. Threshold M/r Defense
3 16 1 1 1 12 18 1 1
Power Level: c 4, p 2, g 2 Power Level: c 6, p 3, g 5
Skills: Cool 2 (ll), Deception 2 (ll), Skills: Arcana 3 (lllk), Cool 2 (ll),
Arcana 3 (llk), Knowledge (Forbidden) 2 (ll), Discipline 2 (llk), Knowledge (Lore) 4 (llll),
Stealth 1 (lkk). Runes 3 (lllk).
Talents: Talents:
• Adversary 1: Upgrade the difficulty of combat • Adversary 1: Upgrade the difficulty of combat
checks targeting this character once. checks targeting this character once.
• Dark Insight: Use Knowledge (Forbidden) to deter- Abilities:
mine spell effects.
• None.
Abilities:
Spells: A wizard can choose any magic action allowed for
• Dark Vision: When making skill checks, goblins re- the Arcana skill, and may select additional spell effects, as
move up to jj imposed due to darkness. normal. The spells they use most often are the following:
• Spiteful Curse: Add jj to magic actions that target • Fireball: Choose one target at short or medium
a character who has previously inflicted wounds on range and make a Hard kkk Arcana check; if suc-
the goblin witcher during this encounter. cessful, this magic attack inflicts 8 damage +1 dam-
Spells: Goblin witchers can choose any magic action al- age per s, with the Blast 4 and Burn 4 qualities.
lowed for the Arcana skill, and may select additional spell • Magic Shield: Make a Hard (kkk) Arcana check;
effects as normal. The spells they use most often are the if successful, until the end of the wizard’s next turn,
following: reduce the damage of all hits against them by one,
• Agonizing Hex: Choose a target at short or medium plus one for every ss, and the wizard gains +3 de-
range for this attack and make an Average (kk) Ar- fense. The wizard can maintain these effects with the
cana check. If successful, this magic attack inflicts 6 concentrate maneuver.
damage +1 damage per s, with the Disorient 2 and Equipment:
Knockdown qualities.
• Magic staff: Add +4 damage to magic attacks; the
• Bad Luck: Choose a target at short or medium range first Range effect added does not increase difficulty.
and make a Hard (kkk) Arcana check. If success-
• Heavy Robes: +1 defense.
ful, the target decreases the ability of any skill checks Source: RoT p. 153
they make by 1 until the end of the goblin witcher’s
next turn, and when the target makes a check, may
change one j to a face displaying f. The goblin
witcher may maintain these effects by performing
the concentrate maneuver.
Equipment:
• Bone staff: +4 damage to magic attacks; the first
Range effect added does not increase difficulty; when
used to cast a spell that inflicts 1 or more wounds,
caster heals 1 wound.
• Pointy Teeth: Brawl; Damage 3; Critical 3; Range
(Engaged); Vicious 1.
• Robed bone armor: +1 soak, +1 defense.
Source: RoT p. 152

Adversaries anthology
14 GENESYS
Grotesque (Rival) Ice Wyrm (Nemesis)
4 2 1 2 2 1 5 5 3 3 3 2
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Soak Value w. Threshold S. Threshold M/r Defense
5 14 0 0 8 31 20 0 0
Power Level: c 5, p 1, g 1 Power Level: c 13, p 5, g 6
Skills: Brawl 2 (llkk), Melee (Light) 3 (lllk), Skills: Brawl 4 (llllk), Coercion 4 (lllk),
Ranged 2 (ll), Resilience 2 (llkk), Cool 3 (llk), Discipline 3 (lll),
Vigilance 2 (ll). Ranged 4 (llll), Resilience 4 (llllk),
Talents: None. Stealth 3 (lllk), Vigilance 3 (lll).
Abilities: Talents:
• Bone Spurs: A grotesque may spend hhh or d • Adversary 2: Upgrade the difficulty of combat
on a melee combat check targeting them to inflict 6 checks targeting this character twice.
damage on the attacker. • Swift: An ice wyrm does not spend additional ma-
• Killing Frenzy: A grotesque adds jj to all melee neuvers to move through difficult terrain.
combat checks, but attackers add j to all combat Abilities:
checks targeting the grotesque. • Flyer: Can fly; see page 100 of the Genesys Core
Equipment: Rulebook.
• Massive Claw: Melee (Light); Damage 7; Critical 3; • Camouflaged Scales: An ice wyrm adds jj to
Range (Engaged); Ensnare 1, Knockdow. Stealth checks in icy or snowy surroundings.
• Hurled Bone Shards: Ranged; Damage 5; Critical 3; • Silhouette 4.
Range (Short); Vicious 2. Equipment:
Source: RoT p. 215
• Freezing Blood Torrent: Ranged; Damage 10; Crit-
Gurak Tol (Rival) ical 3; Range (Medium); Blast 8, Concussive 1, En-
snare 4.
4 3 1 2 3 1 • Claws and Fangs: Brawl; Damage 8; Critical 2;
Brawn Agility Intellect Cunning Willpower Presence Range (Engaged); Knockdown, Vicious 3.
Source: RoT p. 237
Soak Value w. Threshold M/r Defense
5 18 0 0 Ice-Blood Warrior (Minion)
Power Level: c 5, p 1, g 1 3 2 1 3 1 1
Skills: Athletics 3 (lllk), Brawl 2 (llkk), Brawn Agility Intellect Cunning Willpower Presence

Resilience 2 (llkk). Soak Value w. Threshold M/r Defense


Talents: 4 5 0 0
• Swift: A Gurak Tol does not spend extra maneuvers
to move across difficult terrain. Power Level: c 2, p 1, g 1

Abilities: Skills: Cool, Brawl, Melee (Light), Resilience.


• Tail Catapult: When engaged with a Gurak Tol that Talents: None.
the Orc outrider is bonded with, the Orc outrider Abilities:
may use the steed to perform a Ranged attack with • Ice Madness: Upgrade the difficulty of social skill
the following profile: Ranged; Damage 8; Critical checks targeting an ice-blood warrior once.
4; Range (Medium); Concussive 1, Inaccurate 1,
Knockdown. Equipment:
• Brittle Axe: Melee (Light); Damage 6; Critical 3;
Equipment:
Range (Engaged); Vicious 1.
• Claws and Fangs: Brawl; Damage 7; Critical 3;
• Freezing Touch: Brawl; Damage 5; Critical 4; Range
Range (Engaged); Vicious 1.
(Engaged); Stun 3.
• Tail: Brawl; Damage 7; Critical 4; Range (Engaged); Source: RoT p. 237
Disorient 3, Knockdown.
• When bonded with an Orc outrider, a Gurak Tol
gains armor that adds +2 to its soak. c 7
Source: RoT p. 202
Adversaries anthology
GENESYS 15
Ironbound (Rival) Kobold (Minion)
4 2 1 1 1 1 1 2 1 1 1 1
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Soak Value w. Threshold M/r Defense
6 15 3 2 1 3 0 0
Power Level: c 7, p 2, g 2 Power Level: c 1, p 1, g 1
Skills: Discipline 3 (lkk), Melee (Heavy) 3 (lllk), Skills: Brawl, Melee (Light), Skulduggery.
Melee (Light) 3 (lllk), Resilience 3 (lllk), Talents: None.
Vigilance 3 (lkk).
Abilities:
Talents: None.
• Not Another!: In an encounter with any number of
Abilities: kobolds, the GM may spend hh from any check
• Graven Wards: Increase the difficulty of all spells made by a PC to add one kobold to an existing min-
that target an ironbound twice. ion group, or spend d to add a new minion group
• Strength of Iron: An ironbound can wield a Melee of three kobolds to the encounter.
(Heavy) weapon in one hand. • Silhouette 0.
• Watchful: Ironbound add jj to Perception and Equipment:
Vigilance checks to detect the use or effects of Magic • Claws and Teeth: Brawl; Damage 2; Critical 3;
skills. Range (Engaged); Vicious 1.
Equipment: • Crude Blade: Melee (Light); Damage 4; Critical 3;
• Halberd: Melee (Heavy); Damage 7; Critical 3; Range (Engaged).
Range (Engaged); Defensive 1, Pierce 3. Source: RoT p. 192
• large shield Melee (Light); Damage 5; Critical 5; Lava Elemental (Rival)
Range (Engaged); Defensive 2, Deflection 2, Inaccu-
rate 2, Knockdown. 3 3 1 2 3 1
Source: RoT p. 153
Brawn Agility Intellect Cunning Willpower Presence
Kennsir Dwarf (Rival) Soak Value w. Threshold M/r Defense
3 13 4 4
2 1 2 3 3 2
Brawn Agility Intellect Cunning Willpower Presence
Power Level: c 6, p 2, g 1
Soak Value w. Threshold M/r Defense Skills: Brawl 2 (llk), Cool 2 (lk),
3 15 1 0 Vigilance 2 (llk).
Talents: None.
Power Level: c 3, p 1, g 3 Abilities:
Skills: Melee (Light) 3 (llk), Resilience 3 (llk), • Amorphous: As an incidental, a lava elemental may
Skulduggery 2 (llk), Stealth 2 (lk), increase or decrease its silhouette by 1.
Survival 2 (llk). • Inconspicuous: A lava elemental in a natural pool
Talents: None. of molten rock appears indistinguishable from or-
dinary lava; a character can make a Hard (kkk)
Abilities:
Perception or Vigilance check to identify a lava el-
• Dark Vision: When making skill checks, Dwarves
emental.
remove up to jj imposed due to darkness.
• Tunnel Fighter: Add jj to combat checks Kennsir Equipment:
Dwarves make in enclosed spaces. • Pseudopods: Brawl; Damage 7; Critical 2; Range
(Engaged); Burn 2, Sunder.
Equipment:
• Lava Projectile: Ranged; Damage 9; Critical 3;
• Brace of Dwarven Pickaxes: Melee (Light); Damage
Range Short; Blast 4, Burn 2, Concussive 1.
4; Critical 2; Range (Engaged); Pierce 2. Source: RoT p. 196
• Smokebombs, vials of poison gas.
Source: RoT p. 192

Adversaries anthology
16 GENESYS
Leonx (Rival) Skills: Arcana 3 (lllk), Brawl 2 (llkk),
Charm 3 (lllk), Cool 3 (lllk),
4 4 1 3 2 1 Discipline 3 (lllk),
Brawn Agility Intellect Cunning Willpower Presence
Knowledge (Forbidden) 5 (llllk),
Negotiation 3 (lllk), Ranged 3 (lllk),
Soak Value w. Threshold M/r Defense Vigilance 2 (llkk).
4 14 0 0
Talents:
Power Level: c4, p 1, g 2 • Adversary 2: Upgrade the difficulty of combat
checks targeting this character twice.
Skills: Brawl 2 (llkk), Survival 3 (lll),
• Dark Insight: Use Knowledge (Forbidden) to deter-
Vigilance 2 (ll).
mine spell effects.
Talents:
Abilities:
• Swift: A Leonx does not perform extra maneuvers to
• Blood Call: When a Lord of Bilehall damages a
move through difficult terrain.
target using their fangs or a magic attack, they heal
Abilities: wounds equal to the wounds inflicted.
• Maul: A Leonx adds jj to Brawl checks against • Sunlight Sensitivity: While exposed to sunlight,
prone or immobilized targets. a Lord of Bilehall reduces all their characteristics
Equipment: by 2 and halves their Wound Threshold and Strain
• Claws and Fangs: Brawl; Damage 6; Critical 3; Threshold.
Range (Engaged); Knockdown, Pierce 2, Vicious 1. • Terrifying: At the start of the encounter, all of their
Source: RoT p. 180 opponents must make a Daunting (kkkk) fear
check as an out-of-turn incidental, as per page 243
Leonx Rider (Rival) of the Genesys Core Rulebook. If there are multiple
sources of fear in the encounter, the opponents only
3 3 2 3 3 3 make one fear check against the most terrifying en-
Brawn Agility Intellect Cunning Willpower Presence
emy.
Soak Value w. Threshold M/r Defense • Undead: Does not need to breathe, eat, or drink (ex-
4 15 2 1 cept blood), and can survive underwater; immune to
poisons and toxins.
Power Level: c 4, p 3, g 1 • Vampiric Magic: A Lord of Bilehall reduces the dif-
Skills: Cool 2 (llk), Melee (Heavy) 2 (llk), ficulty of all magic skill checks one step.
Riding 2 (llk), Survival 2 (llk), Spells: A Lord of Bilehall can choose any magic action
Vigilance 2 (llk). allowed for the Arcana skill, and may select additional
Talents: spell effects, as normal. The spells they use most often are
• None. the following:
Abilities: • Blood Funnel: Choose one target at short range for
the attack and make a Hard (kkk) Arcana check; if
• Leonx Bond: When a Leonx Rider directs its mount,
the magic combat check succeeds, the target suffers
the mount may perform an action and a maneuver
4 damage + 1 damager per uncanceled s, with Crit-
and is not limited to using its maneuvers to move.
ical Rating 2 and the Blast 4 and Vicious 4 qualities.
Equipment: • Curse of the Night: Choose one target within short
• Spear: Melee (Heavy); Damage 6; Critical 3; Range range and make a Hard (kkk) Arcana check; if the
(Engaged); Accurate 1, Defensive 1, check succeeds, the tar-get decreases the ability of
• Leather Armor: +1 soak, Leonx see page 180. any skill checks they make by one and reduce their
Source: RoT p. 179 strain and wound thresholds by 4 until the end of
Lord Of Bilehall (Nemesis) the Lord of Bilehall’s next turn. The Lord of Bilehall
may maintain these effects by performing the Con-
4 5 4 4 4 4 centrate maneuver.
Brawn Agility Intellect Cunning Willpower Presence Equipment:
Soak Value w. Threshold S. Threshold M/r Defense • Bloodstained Fangs: Brawl; Damage 6; Critical 2;
6 18 20 0 0 Range (Engaged); Ensnare 1, Vicious 2.
• Magic Staff: Add +4 damage to magic attacks; the
Power Level: c 11, p 5, g 7 first Range effect added does not increase difficulty.
Source: RoT p. 165

Adversaries anthology
GENESYS 17
Lorimor Marine (Minion) Magistrate Edmin Cawl (Rival)
3 2 2 2 2 2 2 2 3 3 3 3
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Soak Value w. Threshold M/r Defense
4 5 1 0 2 12 0 0
Power Level: c 2, p 1, g 1 Skills: Charm 1 (lkk), Coercion 2 (llk), Cool 2
Skills: Athletics, Cool, Melee (Light). (llk), Deception 1, (lkk) Discipline 2 (llk),
Negotiation 2 (llk).
Talents:
Talents:
• None.
• None.
Abilities:
Abilities:
• Sea Legs: A Lorimor marine does not add j to
checks due to unstable footing on a ship or boat, or • None.
in a similar environment. Equipment:
Equipment: • Fine clothing, sash of office.
Source: HC p. 14
• Saber: Melee (Light); Damage 6; Critical 2; Range
(Engaged); Defensive 1.
• Scale Breastplate: +1 soak. Makhim (Minion)
Source: RoT p. 227
3 3 2 2 2 1
Lost Knight (Rival) Brawn Agility Intellect Cunning Willpower Presence

3 3 2 2 4 3 Soak Value w. Threshold M/r Defense


Brawn Agility Intellect Cunning Willpower Presence 4 6 0 0
Soak Value w. Threshold M/r Defense Power Level: c 3, p 1, g 1
5 15 1 1
Skills: Brawl, Ranged, Survival, Stealth, Vigilance.
Power Level: c 4, p 3, g 2 Talents: None.
Skills: Athletics 2 (llk), Discipline 2 (llkk), Abilities:
Melee (Light) 3 (lll), Resilience 2 (llk), • Four-armed: a Makhim does not increase the dif-
Survival 1 (lk). ficulty of combined checks to attack with both its
Talents: dolochs and fists.
• None. Equipment:
Abilities: • Dolochs: Brawl; Damage 5; Critical 3; Range (En-
• Fatalistic Ferocity: A lost knight adds sh to any gaged); Accurate 1, Linked 1.
combat checks they make. • Fists: Brawl; Damage 4; Critical 3; Range (Engaged);
Linked 1, Vicious 1.
Equipment:
• Sling: Ranged; Damage 4; Critical 4; Range [Medi-
• Ancient Sword: Melee (Light); Damage 6; Critical 2;
um]; Disorient 2, Prepare 1
Range (Engaged); Defensive 1. Source: RoT p. 237
• heraldic plate armor +2 soak, +1 defense.
Source: RoT p. 227

Adversaries anthology
18 GENESYS
Manticore (Nemesis) Spells: Mavaris Skain can choose any magic action al-
lowed for the Arcana skill, and may select additional spell
4 3 1 2 2 1 effects, as normal. His favored spells are:
Brawn Agility Intellect Cunning Willpower Presence • Death Knell: Choose one target at short or medium
range and make an Average kk Arcana check; if the
Soak Value w. Threshold S. Threshold M/r Defense
check succeeds, this magic attack inflicts 8 damage
5 21 19 1 0 +1 damage per uncanceled s, with Critical Rating 2
and the Ensnare 3 and Vicious 3 qualities.
Power Level: c 8, p 1, g 1
• Wilt: Choose two targets within short range and
Skills: Athletics 2 (llkk), Brawl 3 (lllk), make an Average kk Arcana check; if the check
Ranged 2 (llk). succeeds, Skain can choose one additional target
Talents: for each a and all targets reduce the ability of any
• None. skill checks they make by one until the end of Skain’s
next turn; if an affected character suffers strain for
Abilities: any reason, they suffer 1 additional strain; Skain can
• Flyer: Can fly; see page 100 of the Genesys Core perform the concentrate maneuver to maintain all
Rulebook, poisonous stinger a character wound- effects of this curse.
ed by a manticore’s tail stinger must make a Hard • Wall of Bones: Make a Hard kkk Arcana check; if
(kkk) Resilience check as an out-of-turn incidental the check succeeds, Skain reduces the damage of all
or suffer 4 additional wounds, and must check again hits he suffers by 1 plus 1 for every ss beyond the
on their next turn if the check generates d. first until the end of his next turn; in addition, if an
• Silhouette 2. attack targeting Skain generates hhh or d, the
Equipment: attacker suffers a hit inflicting damage equal to the
• Claws and Fangs: Brawl; Damage 6; Critical 3; total damage of the attack; Skain may perform the
Range (Engaged). concentrate maneuver to maintain the effects of this
• Tail Stinger: Ranged; Damage 7; Critical 3; Range barrier.
(Medium); Slow-Firing 1, Pierce 2. Equipment:
Source: RoT p. 227 • One Staff: Add +4 damage to magic attacks and
Mavaris Skain, Necromancer (Nemesis) first Range effect does not increase difficulty; heal 1
wound after damaging a target with a spell.
2 2 4 3 3 2 • Sacrificial Dagger: Melee (Light); Damage 4; Criti-
Brawn Agility Intellect Cunning Willpower Presence cal 3; Range (Engaged); Accurate 1, Vicious 1.
Soak Value w. Threshold S. Threshold M/r Defense • Heavy Robes: +1 defense.
2 13 17 1 1 • Forbidden Grimoire: A user with the Dark Insight
talent can add the Additional Target and Enervate
Skills: Arcana 3 (lllk), Cool 2 (ll), effects to curse spells with no increase in difficulty.
Discipline 2 (llkk), Source: HC p. 16
Knowledge (Forbidden) 3 (lllk),
Melee (Light) 1 (lk), Vigilance 1 (lkk).
Talents:
• Adversary 1: Upgrade the difficulty of combat
checks targeting this character once.,
• Chill of Nordros: Magic attacks gain the Ice effect
with no increase in difficulty.
• Dark Insight: Use Knowledge (Forbidden) to deter-
mine spell effects.
• Necromancy: When this character uses the conjure
magic action, it gains the Summon Ally effect with
no increase in difficulty; all creatures the character
summons must be undead.
Abilities:
• None.

Adversaries anthology
GENESYS 19
Merriod (Nemesis) vironment appears indistinguishable from an ordi-
nary example of its element; a character can make a
4 4 1 3 1 1 Hard (kkk) Perception or Vigilance check to iden-
Brawn Agility Intellect Cunning Willpower Presence
tify a minor elemental.

Soak Value w. Threshold S. Threshold M/r Defense Equipment:


5 22 18 0 0 • Pseudopods: Brawl; Damage 6; Critical 3; Range
(Engaged); Burn 1 (flame elemental only), Ensnare 1
Skills: Athletics 4 (llll), Brawl 3 (lllk), (quicksand elemental only), Linked 1, Stun 5 (spring
Stealth 2 (llkk), Vigilance 3 (lkk). elemental only).
Source: RoT p. 248
Talents:
• Adversary 1: Upgrade the difficulty of combat Naga Priestess (Rival)
checks targeting this character once.
3 3 2 3 3 4
Abilities: Brawn Agility Intellect Cunning Willpower Presence
• Aquatic: A merriod never treats water as difficult
Soak Value w. Threshold M/r Defense
terrain and can breathe underwater.
• Monstrous Limbs: A merriod does not increase
2 16 4 4
the difficulty of combined checks to attack with its
Power Level: c 4, p 5, g 3
claws, tentacles, and jaws, and may spend aa or t
to hit with each additional weapon. Skills: Brawl 2 (llk), Charm 3 (llkk),
• Silhouette 2. Cool 3 (lllk), Coordination 4 (llkk),
• Terrifying: At the start of the encounter, all of its Leadership 3 (lllk).
opponents must make a Hard (kkk) fear check as Talents:
an out-of-turn incidental, as per page 243 of the • Adversary 1: Upgrade the difficulty of combat
Genesys Core Rulebook. If there are multiple sourc- checks targeting this character once.
es of fear in the encounter, the opponents only make
Abilities:
one fear check against the most terrifying enemy.
• Hypnotic Gaze: A naga priestess may make an op-
Equipment: posed Charm vs. Discipline check as an action tar-
• Claws: Brawl; Damage 7; Critical 3; Range (En- geting one character within short range. If success-
gaged); Vicious 1. ful, the target is immobilized for 1 round per s, and
• Mawed Tentacles: Brawl; Damage 7; Critical 3; the naga may spend t to stagger the target for 1
Range (Short); Ensnare 3, Linked 1, round.
• Jaws: Brawl; Damage 6; Critical 2; Range (Engaged); • Opportunistic Predator: When making a combat
Pierce 2, Vicious 2. check targeting an immobilized character, the naga
Source: RoT p. 228 deals +2 damage per s instead of +1.
Minor Elemental (Rival) Equipment:
• Fangs: Brawl; Damage 5; Critical 2; Range [En-
3 3 1 2 3 1 gaged]; Pierce 1, Vicious 2; a character wounded by
Brawn Agility Intellect Cunning Willpower Presence this weapon must make a Hard (kkk) Resilience
Soak Value w. Threshold M/r Defense check or suffer 4 additional wounds, and must check
3 13 4 4 again on their next turn if the check generates t.
Source: RoT p. 258

Power Level: c 5, p 2, g 2
Skills: Brawl 2 (llk), Cool 2 (lk), Stealth 2 (llk),
Vigilance 2 (llk).
Talents:
• None.
Abilities:
• Amorphous: As an incidental, a minor elemental
may increase or decrease its silhouette by 1.
• Inconspicuous: A minor elemental in a natural en-

Adversaries anthology
20 GENESYS
Necromancer (Nemesis) Equipment:
• Bone staff: Add +4 damage to magic attacks; the
1 2 3 2 3 2 first Range effect added does not increase difficul-
Brawn Agility Intellect Cunning Willpower Presence ty; when used to cast a spell that inflicts 1 or more
wounds, caster heals 1 wound.
Soak Value w. Threshold S. Threshold M/r Defense
• Ceremonial Dagger: Melee (Light); Damage 4;
1 12 18 1 1 Critical 3; Range (Engaged); Accurate 1, Vicious 1;
Power Level: c 6, p 3, g 6 • Heavy Robes: +1 defense.
• Forbidden Grimoire: A user with the Dark Insight
Skills: Arcana 3 (lll), Cool 2 (ll),
talent can add the Additional Target and Enervate
Discipline 2 (llk),
effects to Curse spells with no increase in difficulty.
Knowledge (Forbidden) 3 (lll), Melee (Light) 1 (l), Source: RoT p. 166
Vigilance 1 (lkk).
Ogre (Nemesis)
Talents:
• Adversary 1: Upgrade the difficulty of combat 5 2 2 3 2 1
checks targeting this character once. Brawn Agility Intellect Cunning Willpower Presence
• Chill of Nordros: Magic attacks gain the Ice ef-
Soak Value w. Threshold S. Threshold M/r Defense
fect with no increase in difficulty, Dark Insight use
Knowledge (Forbidden) to determine spell effects. 7 20 12 0 0
• Necromancy: When this character uses the conjure
Power Level: c 9, p 1, g 2
magic action, it gains the Summon Ally effect with
no increase in difficulty. All creatures the character Skills: Athletics 2 (llkkk),
summons must be undead. Melee (Heavy) 2 (llkkk), Perception 1 (lkk),
Ranged 2 (ll).
Abilities:
• None. Talents:
• None.
Spells: Necromancers can choose any magic action al-
lowed for the Arcana skill, and may select additional spell Abilities:
effects, as normal. The spells they use most often are the • Regeneration: At the beginning of its turn, this
following: creature automatically heals 3 wounds.
• Death Knell: Choose one target at short or medi- • Sweep Attack: May spend t on a successful melee
um range and make an Average (kk)Arcana check. combat check to inflict one hit dealing the weapon’s
If successful, this magic attack inflicts 8 damage +1 base damage on everyone (except the ogre!) engaged
damage per uncanceled s, with Critical Rating 2 with the target.
and the Ensnare 3 and Vicious 3 qualities. Equipment:
• Wilt: Choose two targets within short range and • Cudgel: Melee; Damage 10; Critical 4; Range (En-
make an Average kk Arcana check. If successful, the gaged), Disorient 2, Knockdown.
Necromancer can choose one additional target for • Spiked Chain: Ranged; Damage 7; Critical 5; Range
each a and all targets reduce the ability of any skill (Short); Ensnare 2, Knockdown.
checks they make by one until the end of the necro-
• Scavenged Armor: +2 soak.
mancer’s next turn. If an affected character suffers
Source: RoT p. 202
strain for any reason, they suffer 1 additional strain.
The necromancer can perform the concentrate ma-
neuver to maintain all effects of this curse.
• Wall of Bones: Make a Hard kkk Arcana check. If
successful, the necromancer reduces the damage of
all hits they suffer by 1 plus 1 for every ss beyond
the first until the end of his next turn; in addition,
if an attack targeting the necromancer generates
hhh or d, the attacker suffers a hit inflicting
damage equal to the total damage of the attack; the
necromancer may perform the concentrate maneu-
ver to maintain the effects of this barrier.

Adversaries anthology
GENESYS 21
Onoit Shaman (Rival) Orc Outrider (Rival)
2 3 2 3 3 3 4 3 2 2 2 1
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Soak Value w. Threshold M/r Defense
2 8 1 1 5 15 0 0
Power Level: c 5, p 3, g 3 Power Level: c 5, p 1, g 1
Skills: Leadership 2 (llk), Melee 2 (ll), Skills: Melee (Light) 2 (llkk), Ranged 2 (llk),
Knowledge (Lore) 3 (llk), Primal 3 (lll), Riding 3 (llk).
Survival 3 (lll), Vigilance 2 (llk). Talents:
Talents: • Quick Draw: Once per round on their turn, an Orc
• Adversary 1: Upgrade the difficulty of combat outrider may draw or stow an easily accessible weap-
checks targeting this character once. on as an incidental instead of a maneuver.
Abilities: Abilities:
• Silhouette 0. • Brutal Training: When an Orc outrider directs its
Spells: Onoit shamans can choose any magic action al- mount, the mount may perform an action and a ma-
lowed for the Primal skill, and may select additional spell neuver and is not limited to using its maneuvers to
effects, as normal. The spells they use most often are the move
following: Equipment:
• Winter Gale: Choose one target at short or medi- • Orc Throwing Spear: Ranged; Damage 7; Critical 3;
um range and make a Hard kkk Primal check. If Accurate 1, Limited Ammo 1.
successful, this magic attack inflicts 7 damage +1 • Axe: Melee (Light); Damage 7; Critical 3; Range
damage per s, with the Blast 3 and Ensnare 3 item (Engaged); Vicious 1.
qualities. • Leather Armor: +1 soak.
• Healing Gust: Choose two targets at up to short • Extra spears.
range and make an Average kk Primal check. If suc- • Armored Gurak Tol mount.
cessful, the targets heal 1 wound per s and 1 strain Source: RoT p. 203
per a; the shaman may affect additional targets by
spending a per target.
Equipment:
• Oaken staff: Add +4 damage to magic attacks; the
first Range effect added to a spell does not increase
its difficulty.
• Hatchet: Melee (Light); Damage 5; Critical 3; Range
(Engaged); Vicious 1.
• Bark Cloak: +1 defense.
Source: RoT p. 239

Adversaries anthology
22 GENESYS
Orc Spiritspeaker (Nemesis) Pirate (Minion)
3 2 2 3 3 3 3 2 2 2 2 2
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense Soak Value w. Threshold M/r Defense
3 15 17 1 1 3 5 0 0
Power Level: c 2, p 1, g 1
Power Level: c 8, p 5, g 3
Skills: Brawl, Cool, Coordination, Melee (Light).
Skills: Cool 2 (llk), Knowledge (Lore) 3 (llk),
Primal 4 (lllk). Talents:
Talents: • Quick Draw: Once per round on their turn, pirates
may use this talent to draw or holster an easily acces-
• Second Wind 5: Once per encounter, the spirit-
sible weapon or item as an incidental. Quick Draw
speaker may heal 5 strain as an incidental.
also reduces a weapon’s Prepare rating by one, to a
Abilities: minimum of one.
• Spiritual Focus: A spiritspeaker adds j to Primal Abilities:
checks they make for each Orc ally within short
• None.
range.
Equipment:
Spells: Spiritspeakers can choose any magic action al-
lowed for the Primal skill, and may select additional spell • Cutlass: Melee (Light); Damage 6; Critical 2; Range
effects as normal. The spells they use most often are the (Engaged); Defensive 1.
Source: RoT p. 229
following:
• Fury of the Spirits: The spiritspeaker chooses one
target at short or medium range and makes a Hard
kkk Primal check. If the check is successful, this
magic attack inflicts 7 damage, +1 damage per s,
with the Pierce 3 and Sunder qualities.
• Ancestral Strength: The spiritspeaker chooses two
allies within short range and makes a Hard kkk Pri-
mal check. If the check is successful, the spiritspeak-
er may affect additional targets in range by spending
a for each additional target. Targets affected by this
spell increase the ability of skill checks they make
until the end of the spiritspeaker’s next turn by one.
The spiritspeaker may sustain the effects of this spell
by performing the concentrate maneuver.
Equipment:
• Magic staff: Add +4 damage to magic attacks; the
first Range effect added to a spell does not increase
its difficulty.
• Beast-Hide Robes: +1 defense.
Source: RoT p. 202

Adversaries anthology
GENESYS 23
Priest Of Kellos (Rival) Abilities:
• Flyer: Can fly; see page 100.
2 2 2 2 3 3 • Swoop Attack: After making a Brawl combat check,
Brawn Agility Intellect Cunning Willpower Presence can move from engaged to short range of the target
as an incidental.
Soak Value w. Threshold M/r Defense
2 16 1 1 Equipment:
• Fangs: Brawl; Damage 6; Critical 3; Range (En-
Power Level: c 3, p 3, g 2 gaged).
Skills: Charm 2 (llk), Discipline 2 (llk), • Buffeting Wings: Brawl; Damage 4; Critical 4;
Divine 2 (llk), Knowledge (Lore) 3 (llk), Range (Engaged); Disorient 3, Stun 3.
Melee (Light) 2 (ll), Vigilance 1 (lkk). Source: GCRB p. 147

Talents: Reanimate (Minion)


• Flames of Kellos: When casting an Attack spell, this
character can add the Fire effect with no increase in 2 2 1 2 1 1
difficulty, but can never add the Ice effect. Brawn Agility Intellect Cunning Willpower Presence

Abilities: Soak Value w. Threshold M/r Defense


• None. 3 4 1 1
Spells: Priests of Kellos can choose any magic action al- Power Level: c 3, p 1, g 1
lowed for the Divine skill, and may select additional spell
Skills: Melee (Light), Perception, Ranged, Resilience,
effects, as normal. The spells they use most often are the
Vigilance.
following:
• Healing Spark: Choose a target within short range Talents:
and make an Average kk Divine check. If the check • None.
succeeds, the target heals 1 wound per s and 1 Abilities:
strain per a. • Undead: Does not need to breathe, eat, or drink,
• Righteous Blaze: Choose one target within short and can survive underwater; immune to poisons
range and make an Average kk Divine check. If and toxins.
successful, this magic attack inflicts 3 damage +1 • Undying: May spend hhh from any check made
damage per uncanceled s, with the Burn 3 quality. by a PC to return one previously defeated Reanimate
Against an undead target, the attack inflicts +2 dam- to an existing minion group, removing damage from
age per s instead. the group accordingly. Spend d to return two Rean-
Equipment: imates to a minion group.
• Mace: Melee (Light); Damage 5; Critical 4; Range Equipment:
(Engaged). • Rusted Blade: Melee; Damage 5; Critical 3; Range
• Heavy Robes: +1 defense. (Engaged).
Source: RoT p. 154
• Worn Bow: Ranged; Damage 6; Critical 3; Range
Razorwing (Rival) (Medium).
• Antique Mail: +1 soak.
3 3 1 3 1 1 Source: RoT p. 166
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


3 13 0 1
Power Level: c 4, p 1, g 2
Skills: Brawl 2 (llk), Coordination 2 (llk),
Perception 2 (llk), Vigilance 3 (lkk).
Talents:
• None.

Adversaries anthology
24 GENESYS
Rune Golem (Nemesis) Equipment:
• Burning Fangs: Brawl; Damage 7; Critical 3; Range
5 3 2 2 3 2 (Engaged); Burn 2, Sunder, Vicious 2.
Source: RoT p. 196
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense Scorpion Swarm (Rival)


7 25 22 0 0
1 3 1 1 1 1
Power Level: c 11, p 2, g 2 Brawn Agility Intellect Cunning Willpower Presence

Skills: Cool 2 (ll), Discipline 2 (llk), Soak Value w. Threshold M/r Defense
Brawl 3 (lllkk), Melee (Light) 3 (lllkk), 1 36 0 0
Resilience 3 (lllkk).
Power Level: c 2, p 1, g 1
Talents:
• Adversary 1: Upgrade the difficulty of checks target- Skills: Brawl 1 l, Coordination 2 (llk).
ing this enemy once. Talents:
Abilities: • None.
• Four-armed: A rune golem may make a combined Abilities:
combat check with its massive swords and stone fists • Silhouette 2
without increasing the difficulty. • Swarm: Halve the damage dealt to the swarm be-
• Elemental Runes: Each rune golem takes on differ- fore applying soak, unless the weapon has the Blast
ent traits depending on its animating rune. Select or Burn quality (regardless of whether the quality is
one rune for each individual golem. Fire: add ss activated).
to checks the rune golem makes to determine initia- • Venomous: Enemies who are wounded by a scor-
tive. Ice: upgrade the difficulty of social skill checks pion swarm must make a Hard (kkk) Resilience
targeting the golem once. Lightning: the rune golem check as an out-of-turn incidental or suffer 4 addi-
may perform a second maneuver without suffering tional wounds, and must check again on their next
strain. Stone: the rune golem’s soak increases to 8 . turn if the check generates d.
Other runes can be used at the GM’s discretion.
Equipment:
• Silhouette 2.
• Claws and Stingers: Brawl; Damage 1; Critical 4;
Equipment: Range (Engaged); Pierce 3, may spend aa to inflict
• Massive Swords: Melee (Light); Damage 9; Critical 3 strain.
2; Range (Engaged); Linked 1, Pierce 1. Source: RoT p. 249
• Stone Fists: Brawl; Damage 7; Critical 4; Range (En-
gaged); Concussive 1, Disorient 3, Linked 1.
Source: RoT p. 154

Salamander (Rival)
3 3 1 3 2 1
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


5 18 0 0
Power Level: c 4, p 1, g 2
Skills: Brawl 3 (lll), Resilience 3 (lll),
Survival 2 (llk), Vigilance 1 (lk).
Talents:
• None.
Abilities:
• Flameborn: A salamander does not suffer damage
from natural heat or flame, and doubles its soak for
purposes of reducing damage from magical fire.

Adversaries anthology
GENESYS 25
Shade (Minion) Equipment:
• Spear: Melee (Light); Damage 6; Critical 3; Range
1 2 2 2 3 2 (Engaged); Accurate 1 or Ranged; Damage 6; Crit-
Brawn Agility Intellect Cunning Willpower Presence ical 3; Range (Short); Accurate 1, Limited Ammo 1.
• Claws and Teeth: Brawl; Damage 5; Critical 3;
Soak Value w. Threshold M/r Defense
Range (Engaged); Vicious 1.
0 6 2 2 Source: RoT p. 259

Power Level: c 3, p 2, g 1 Singhara Pridelord (Nemesis)


Skills: Brawl, Cool, Discipline
5 4 2 3 3 4
Talents: Brawn Agility Intellect Cunning Willpower Presence
• None.
Soak Value w. Threshold S. Threshold M/r Defense
Abilities: 5 20 16 3 3
• Ghostly: May move over or through terrain (in-
cluding doors and walls) without penalty. Halve the Power Level: c 11, p 3, g 3
damage dealt to the shade before applying soak, un- Skills: Cool 2 (llkkk), Brawl 4 (llllk),
less the attack came from a magical source such as a Melee (Light) 3 (lllkk), Ranged 3 (lllk),
spell or magical weapon. Survival 3 (lll), Stealth 3 (lllk).
• Terrifying: At the start of the encounter, all of their
Talents:
opponents must make a Hard (kkk) fear check as
an out-of-turn incidental, as per page 243 of the • Adversary 2: Upgrade the difficulty of combat
Genesys Core Rulebook. If there are multiple sourc- checks targeting this character twice.
es of fear in the encounter, the opponents only make • Swift: A Singhara does not spend additional maneu-
one fear check against the most terrifying enemy, vers to move through difficult terrain.
Undead does not need to breathe, eat, or drink, and Abilities:
can survive underwater; immune to poisons and • Prideful Roar: As a maneuver, a Pridelord can un-
toxins. leash a prideful roar. All other Singhara in the en-
Equipment: counter remove j from checks until the end of the
• Spectral Hands: Brawl; Damage 1; Critical 2; Range Pridelord’s next turn. In addition, enemies within
(Engaged); Breach 1, Stun Damage. medium range of the Pridelord must make an Aver-
Source: RoT p. 229 age (kk) fear check as per page 243 of the GENESYS
Core Rulebook.
Singhara Hunter (Minion)
Equipment:
3 3 1 3 2 2 • Spear: Melee (Light); Damage 8; Critical 3; Range
Brawn Agility Intellect Cunning Willpower Presence (Engaged); Accurate 1 or Ranged; Damage 8; Crit-
ical 3; Range (Short); Accurate 1, Limited Ammo 1.
Soak Value w. Threshold M/r Defense
• Claws and Teeth: Brawl; Damage 7; Critical 3;
3 5 0 0
Range (Engaged); Vicious 1.
Source: RoT p. 259
Power Level: c 3, p 1, g 1
Skills: Cool, Brawl, Melee (Light), Ranged, Survival,
Stealth.
Talents:
• Swift: A Singhara does not spend additional maneu-
vers to move through difficult terrain.
Abilities:
• Pounce: May spend aa from an initiative check
to perform a free maneuver before the first round
of combat.

Adversaries anthology
26 GENESYS
Siren (Rival) Spined Thresher (Nemesis)
2 3 2 3 2 4 5 2 1 2 3 3
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Soak Value w. Threshold S. Threshold M/r Defense
2 12 1 1 7 25 18 0 0
Power Level: c 3, p 3, g 2 Power Level: c 9, p 3, g 2
Skills: Charm 3 (lllk), Cool 2 (llkk), Skills: Athletics 4 (llkk), Brawl 4 (llllk),
Brawl 2 (ll), Perception 3 (lll). Resilience 4 (llllk).
Talents: Talents:
• None. • Swift: A spined thresher does not spend additional
Abilities: maneuvers to move through difficult terrain.
• Deadly Distraction: A siren decreases the difficulty Abilities:
of combat checks it makes that target a character im- • Silhouette 3.
mobilized or staggered by its Irresistible Song by one. • Spine-tow: A spined thresher can use a maneuver to
• Flyer: Can fly; see page 100 of the Genesys Core move a target affected by its tail’s Ensnare quality up
Rulebook. to one range band.
• Irresistible Song: As an action, a siren may make an • Terrifying: At the start of the encounter, all of its
Average (kk) Charm check. If the check is success- opponents must make a Hard (kkk) fear check as
ful, all characters within long range who can hear an out-of-turn incidental, as per page 243 of the
the siren’s song suffer 1 strain per s. The siren may Genesys Core Rulebook. If there are multiple sourc-
spend aa to immobilize one affected character un- es of fear in the encounter, the opponents only make
til the end of the following round, and spend t to one fear check against the most terrifying enemy.
stagger one affected character until the end of the • Too Many Mouths: A spined thresher can make a
following round. While a character is staggered by combined check to attack with any number of its
Irresistible Song must spend all of their maneuvers weapons, and only needs to spend a to hit with
to move closer to the siren. each additional weapon.
Equipment: Equipment:
• Talons: Brawl; Damage 6; Critical 3; Range (En- • Two Fanged Claws: Brawl; Damage 9; Critical 3;
gaged); Vicious 1. Range (Engaged); Knockdown, Vicious 2.
Source: RoT p. 230 • Slavering Maw: Brawl; Damage 7; Critical 3; Range
Skeleton (Minion) (Engaged); Pierce 2, Sunder.
• Spiny Tail: Brawl; Damage 6; Critical 4; Range
2 2 1 2 1 1 (Short); Ensnare 2, Vicious 1.
Brawn Agility Intellect Cunning Willpower Presence Source: RoT p. 216

Soak Value w. Threshold M/r Defense


2 4 1 1
Power Level: c 2, p 1, g 1
Skills: Melee (Light), Perception, Ranged, Vigilance.
Talents:
• None.
Abilities:
• None.
Equipment:
• Rusty Blade: Melee (Light); Damage 5; Critical 4;
Range (Engaged).
• Old Bow: Ranged; Damage 6; Critical 3; Range (Medium).
Source: GCRB p. 146

Adversaries anthology
GENESYS 27
Splig, King Of All Golbins (Nemesis) Abilities:
• Elemental Mastery: The first effect that a storm sor-
4 3 2 3 2 3 ceress adds to a spell does not increase the difficulty
Brawn Agility Intellect Cunning Willpower Presence of the Arcana check.
Soak Value w. Threshold S. Threshold M/r Defense Spells: Storm sorceresses can choose any magic action
5 20 11 0 0 allowed for the Arcana skill, and may select additional
spell effects, as normal. The spells they use most often are
Power Level: c 6, p 1, g 1 the following:
• Blizzard: The storm sorceress chooses a target with-
Skills: Coercion 2 (ll), Cool 2, (ll),
in long range and makes a Daunting kkkk Arcana
Melee (Heavy) 3 (lllk), Leadership 2 (ll),
check. If the check is successful, this magic attack
Resilience 2 (llkk).
inflicts 8 damage +1 damage per s with the Blast
Talents: 4, Disorient 4, Ensnare 4, and Knockdown qualities.
• Whirlwind: Splig may take the Whirlwind action; • Stormbolt: The storm sorceress chooses a target
suffering 4 strain and making a Brawl or Melee at- within medium range and makes an Easy k Arcana
tack against the engaged adversary with the highest check. If the check is successful, this magic attack in-
difficulty and defense. Increase the difficulty of the flicts 8 damage +1 damage per s, with the Auto-fire
check once. If the combat check succeeds, each ad- and Stun 4 qualities.
versary engaged with Splig suffers one hit, dealing • Squall: The storm sorceress chooses a target within
damage equal to the attack’s base damage +1 per un- medium range and makes an Easy k Arcana check.
canceled s. If the check is successful, this magic attack inflicts 8
Abilities: damage +1 damage per s. The storm sorceress may
• King of the Goblins! Upgrade the difficulty of com- spend a on the check to move the target or a char-
bat checks targeting Splig once for each minion acter engaged with the target up to one range band
group of goblins within short range of him. If the in any direction.
check fails, one individual minion is defeated. Equipment:
• Lucky Escape: When Splig would be defeated due • Magic Staff: The first Range effect added to a spell
to exceeding his wound threshold or strain thresh- does not increase its difficulty; increase damage of
old, or for any reason, he may spend 1 Story Point to Attack spells by +4.
instead escape in a suitably fortunate and cowardly • Robes: +1 defense.
fashion. All other goblins in the encounter are im- Source: RoT p. 180
mediately defeated.
Equipment:
• The Club of All Goblins: Melee (Heavy); Damage
8; Critical 3; Range (Engaged); Inaccurate 1, Knock-
down, Vicious 2.
• Stolen Patchwork Armor: +1 soak.
Source: RoT p. 154

Storm Sorceress (Nemesis)


2 3 4 3 4 3
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense


2 15 18 2 2
Power Level: c 8, p 4, g 5
Skills: Arcana 3 (lllk), Cool 2 (llk),
Discipline 2 (llkk), Knowledge (Lore) 4 (llll).
Talents:
• Adversary 1: Upgrade the difficulty of checks target-
ing this enemy once.

Adversaries anthology
28 GENESYS
Sword Poet (Nemesis) Tamalir Guildmaster (Rival)
2 3 2 2 2 3 2 2 3 3 2 3
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense Soak Value w. Threshold M/r Defense
2 18 16 1 0 2 13 0 0
Power Level: c 5, p 3, g 1 Power Level: c 1, p 5, g 4
Skills: Charm 3 (lll), Cool 2 (llk), Skills: Charm 3 (lll), Cool 2 (llk),
Deception 2 (ll), Melee (Light) 3 (llk). Deception 2 (llk), Discipline 2 (ll),
Talents: Negotiation 3 (lll).
• Adversary 1: Upgrade the difficulty of combat Talents:
checks targeting this character once, • None.
• Duelist: A sword poet adds j to melee combat Abilities:
checks while engaged with a single opponent, but • Certain You Want To Do This?: When targeting
adds j while engaged with three or more opponents. a Guildmaster with a check, a character suffers 1
• Parry 3: When a sword poet suffers a hit from a strain.
melee combat check, after damage is calculated (but
before soak is applied, so immediately after Step 3 Equipment:
of Perform a Combat check on page 102 of Genesys • Dagger: Melee (Light); Damage 4; Critical 3; Range
Core Rulebook), they may take a Parry incidental. (Engaged),
They suffer 3 strain and reduce the damage dealt by • Fine clothing.
that hit by five. This talent may only be used once Source: RoT p. 155
per hit and when the sword poet is wielding a Melee Thieves Guild Cutpurse (Rival)
weapon.
• Improved Parry: When a sword poet suffers a hit 2 3 2 3 2 3
from a melee combat check and uses Parry to reduce Brawn Agility Intellect Cunning Willpower Presence
the damage from that hit, after the attack is resolved,
Soak Value w. Threshold M/r Defense
they may spend hhh or d from the attacker’s
check to use this talent. Then, the sword poet au-
2 12 0 0
tomatically hits the attacker once with a Brawl or Power Level: c 2, p 2, g 3
Melee weapon they are wielding. The hit deals the Skills: Cool 2 (llk), Coordination 2 (llk),
weapon’s base damage, plus any damage from ap- Deception 2 (llk), Melee (Light) 2 (ll),
plicable talents or abilities. The sword poet can’t use Skulduggery 3 (lll), Stealth 3 (lll).
this talent if the original attack incapacitates them.
Talents:
Abilities:
• Finesse: May use Agility instead of Brawn for Brawl
• Show Off: A sword poet may choose to inflict stun and Melee (Light) checks.
damage when resolving a successful melee combat
check or using the Improved Parry ability. Abilities:
• None.
Equipment:
• Dueling Rapier: Melee (Light); Damage 5; Critical Equipment:
2; Range (Engaged); Defensive 1, Pierce 3, • Dagger: Melee (Light); Damage 3; Critical 3; Range
• Fancy clothes. (Engaged); Accurate 1.
Source: RoT p. 230 • Blackjack: Melee (Light); Damage 5; Critical 5;
Range (Engaged); Disorient 2, Stun Damage.
Source: RoT p. 249

Adversaries anthology
GENESYS 29
True Fae (Nemesis) Viper Legion Archer (Rival)
3 3 4 4 3 4 2 3 1 3 2 1
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense Soak Value w. Threshold M/r Defense
3 17 19 1 1 3 12 0 0
Power Level: c 9, p 4, g 6 Skills: Cool 2 (lk), Ranged 3 (lll),
Skills: Arcana 3 (lllk), Brawl 2 (llk), Knowledge Stealth 2 (llk)
(Lore) 3 (llk), Melee (Light) 2 (llk), Stealth 3 Talents:
(lll), Vigilance 3 (lllk). • None.
Talents: Abilities:
• Quick Strike 2: A Fae adds jj to combat checks • Tailored Poison: Once per encounter before mak-
targeting characters that have not acted yet in the ing a Ranged check, as a maneuver a viper legion
current encounter. archer can apply a tailored poison to an arrow; if the
Abilities: check succeeds, the attack inflicts additional damage
• Creature of the Aenlong: A Fae reduces the difficul- equal to the target’s highest characteristic and gains
ty of Arcana checks by one, to a minimum of Easy the Disorient 3 quality.
k, and the base damage of their Attack spells is in- Equipment:
creased by three. • Viper bow: Ranged; Damage 8; Critical 3; Range
• Flyer: Can fly; see page 100 of the Genesys Core (Long); Unwieldy 3; a character wounded by this
Rulebook. weapon must make a Hard (kkk) Resilience check
• Terrifying: At the start of the encounter, all of their or suffer 3 additional wounds plus 1 strain per h,
opponents must make a Hard (kkk) fear check as and must check again on their next turn if the check
an out-of-turn incidental, as per page 243 of the generates d.
Genesys Core Rulebook. If there are multiple sourc- • Leather Armor: +1 soak.
es of fear in the encounter, the opponents only make Source: RoT p. 217
one fear check against the most terrifying enemy. Weik Warrior (Minion)
Spells: The Fae can choose any magic action allowed for
the Arcana skill, and may select additional spell effects, as 3 2 1 2 3 2
normal. The spells they use most often are the following: Brawn Agility Intellect Cunning Willpower Presence
• Blinding Curse: The Fae chooses one target with- Soak Value w. Threshold M/r Defense
in short range and makes an Average kk Arcana 6 23 0 0
check. If the check is successful, the target decreases
the ability of all checks they make and adds jj to all Power Level: c 3, p 1, g 1
checks involving sight until the end of the Fae’s next
turn. The Fae can sustain these effects by performing Skills: Cool, Brawl, Melee (Light), Resilience.
the concentrate maneuver. Talents:
• Shuddering Paralysis: The Fae chooses one target at • None.
short range and makes an Easy (k) Arcana check. Abilities:
If the check is successful, this magic attack inflicts 7
• Aggressive Fighter: Weik warriors add a to com-
damage, +1 damage per s, with the Ensnare 3 qual-
bined checks they make to attack with two melee
ity.
weapons.
Equipment:
Equipment:
• Eldritch Blade: Melee; Damage 4; Critical 2; Range
• Axe: Melee (Light); Damage 6; Critical 3; Range
(Engaged); Disorient 2, Pierce 4.
(Engaged); Vicious 1.
• Claws and Teeth: Brawl; Damage 4; Critical 3;
• Sword: Melee (Light); Damage 6; Critical 2; Range
Range (Engaged); Vicious 1.
(Engaged); Defensive 1.
Source: RoT p. 181
• Bow: Ranged; Damage 7; Critical 3; Range (Medi-
um); Unwieldy 2.
Source: RoT p. 239

Adversaries anthology
30 GENESYS
Wendigo (Rival) Abilities:
• Telepathic Coordination: A witch or warlock can
4 3 1 3 2 1 perform a maneuver to add j to the next check
Brawn Agility Intellect Cunning Willpower Presence made by all other Uthuk Y’llan in the encounter.
• Sacrifice: After inflicting wounds on a living crea-
Soak Value w. Threshold M/r Defense
ture (whether an enemy or ally), a witch or warlock
6 18 0 0 adds j to their next magic skill check; after killing a
living creature, a witch or warlock instead upgrades
Power Level: c 7, p 2, g 4
the ability of their next magic skill check once.
Skills: Athletics 4 (llll), Brawl 4 (llll),
Spells: Witches and warlocks can choose any magic ac-
Coercion 4 (llkk), Resilience 4 (llll),
tion allowed for the Divine skill, and may select addition-
Stealth 3 (lll), Vigilance 3 (lll).
al spell effects as normal. The spells they use most often
Talents: are:
• Adversary 1: Upgrade the difficulty of combat • Boneshatter: Select one target at short range for this
checks targeting this character once. magic attack and make a Hard (kkk) Divine check.
Abilities: If the check is successful, the magic attack inflicts 5
• Blood Frenzy: While at least one opponent in an damage, +1 damage per s, with the Pierce 3, Sun-
encounter is suffering a Critical Injury, a Wendigo der, and Vicious 3 qualities, and with a Critical Rat-
increases the base damage of its attacks by 2. ing of 2.
• Eyeless Sight: Wendigo do not add j to checks due • Boil Blood: Select one target at short range for this
to darkness or concealment, and are immune to abil- curse and make an Average (kk) Divine check. If
ities or Critical Injuries that affect a creature’s sight. the check is successful, until the end of the witch or
warlock’s next turn, the target decreases the ability
• Terrifying: At the start of the encounter, all of its
of any skill checks they make by one and suffers one
opponents must make a Hard (kkk) fear check as
additional strain each time they suffer strain for any
an out-of-turn incidental, as per page 243 of the
reason. The witch or warlock can maintain these ef-
Genesys Core Rulebook. If there are multiple sourc-
fects with the concentrate maneuver.
es of fear in the encounter, the opponents only make
one fear check against the most terrifying enemy. Equipment:
Equipment: • Sacrificial blade: Melee (Light); Damage 4; Critical
3; Range (Engaged); Vicious 1.
• Fangs: Brawl; Damage 6; Critical 2; Range (En-
gaged); Vicious 2. • Bone Armor: +1 soak.
Source: RoT p. 217
• Claws: Brawl; Damage 8; Critical 3; Range (En-
gaged); Knockdown.
Source: RoT p. 238

Witch And Warlock (Rival)


2 2 3 3 3 3
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


3 18 0 0
Power Level: c 5, p 3, g 3
Skills: Divine 3 (lll), Cool 1 (lkk),
Knowledge (Forbidden) 3 (lll),
Melee (Light) 1 (lk).
Talents:
• Adversary 1: Upgrade the difficulty of combat
checks targeting this character once,
• Dark Insight: Use Knowledge (Forbidden) to deter-
mine spell effects.

Adversaries anthology
GENESYS 31
Wraith (Rival) • Silhouette 4.
• Terrifying: At the start of the encounter, all of its
1 3 2 3 3 1 opponents must make a Hard (kkk) fear check
Brawn Agility Intellect Cunning Willpower Presence as an out-of-turn incidental, as per page 243 of the
Genesys Core Rulebook. If there are multiple sourc-
Soak Value w. Threshold M/r Defense
es of fear in the encounter, the opponents only make
0 19 3 3 one fear check against the most terrifying enemy.
Power Level: c 6, p 3, g 3 Equipment:
• Massive Jaws: Brawl; Damage 12; Critical 2; Range
Skills: Brawl 3 (lkk), Cool 2 (lk),
(Engaged); Ensnare 2, Vicious 4.
Discipline 2 (llk), Ranged 1 (lkk).
• Tail and Fins: Brawl; Damage 10; Critical 4; Range
Talents: (Engaged); Knockdown.
• None. Source: RoT p. 231
Abilities: Young Dragon (Rival)
• Ghostly: May move over or through terrain (in-
cluding doors and walls) without penalty. Halve the 4 3 3 2 2 3
damage dealt to the wraith before applying soak, un- Brawn Agility Intellect Cunning Willpower Presence
less the attack came from a magical source such as a
Soak Value w. Threshold M/r Defense
spell or magical weapon.
6 23 0 0
• Silhouette 2.
• Terrifying: At the start of the encounter, all of its op- Power Level: c 8, p 2, g 3
ponents must make a Daunting (kkkk) fear check
Skills: Arcana 1 (lkk), Brawl 2 (llkk),
as an out-of-turn incidental, as per page 243 of the
Cool 3 (llk), Ranged 2 (llk),
Genesys Core Rulebook. If there are multiple sourc-
Resilience 2 (llkk), Runes 1 (lkk),
es of fear in the encounter, the opponents only make
Vigilance 3 (llk).
one fear check against the most terrifying enemy.
• Undead: Does not need to breathe, eat, or drink, Talents:
and can survive underwater; immune to poisons • Swift: A dragon does not spend additional maneu-
and toxins. vers to move through difficult terrain.
Equipment: Abilities:
• Spectral Claws: Brawl; Damage 2; Critical 1; Range • Flyer: Can fly; see page 100 of the Genesys Core
(Engaged); Breach 1, Stun Damage, Rulebook.
• Wailing Cry: Ranged; Damage 2; Critical 5; Range • Silhouette 2.
(medium); Breach 1, Stun Damage. • Terrifying: At the start of the encounter, all of their
Source: RoT p. 167 opponents must make a Hard (kkk) fear check
Wyrm Of The Deep (Nemesis) as an out-of-turn incidental, as per page 243 of the
Genesys Core Rulebook. If there are multiple sourc-
5 5 2 3 2 4 es of fear in the encounter, the opponents only make
Brawn Agility Intellect Cunning Willpower Presence
one fear check against the most terrifying enemy.
Soak Value w. Threshold S. Threshold M/r Defense Equipment:
9 28 25 1 1 • Fiery Breath: Ranged; Damage 8; Critical 3; Range
(Short); Blast 8, Burn 2, Prepare 1.
Power Level: c 12, p 3, g 3 • Claws: Brawl; Damage 8; Critical 3; Range (En-
Skills: Brawl 4 (llllk), Discipline 3 (llk), gaged); Vicious 2.
Source: RoT p. 196
Resilience 4 (llllk), Vigilance 2 (ll).
Talents:
• Adversary 1: Upgrade the difficulty of combat
checks targeting this character once.
Abilities:
• Aquatic: A wyrm of the deep never treats water as
difficult terrain and can breathe underwater.

Adversaries anthology
32 GENESYS
SCIENCE FANTASY Æmber Prospector (Rival)
2 2 2 3 2 1
Æmberdrake (Nemesis) Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


6 3 1 2 2 2 2 11 0 0
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense Power Level: c 3, p 1, g 3


10 41 30 0 1 Skills: Knowledge (Æmber) 3 (llk), Knowledge
(Crucible) 2 (llk), Negotiation 3 (lkk), Ranged 2
Power Level: c 14, p 2, g 1 (ll), Survival 3 (lll).
Skills: Athletics 2 (llkkkk), Brawl 3 (lllkkk), Talents:
Cool 1 (lk), Perception 2 (ll), Ranged 3, (lll), • None.
Survival 2 (ll).
Abilities:
Talents:
• Æmber Fever: When this character makes or assists a
• Adversary 2: Upgrade difficulty of all combat checks check that involves Æmber, the character making the
against this target twice. check may spend aa to add shh to the results.
Abilities: Equipment:
• Æmberbelly: A character may make a Hard (kkk) • Unearthed weapon: Ranged; Damage 3; Critical 1;
Survival check to open up a freshly slain Æmber- Range (Medium); Breach 1.
drake and remove two Æmber per s and five per t
• Satchel of Æmber nuggets, psi-dowsing kit, camping
spent from the check in this way.
gear, rations.
• Flyer: Can fly; see the Flying sidebar on page 100 of Source: SotC p. 236
the Genesys Core Rulebook.
• Silhouette 4
Bartender (Rival)
• Tail Flick: May spend t on a successful Brawl com- 2 2 2 3 2 3
bat check to inflict one Critical Hit on a vehicle of
Brawn Agility Intellect Cunning Willpower Presence
silhouette 3 or less at medium range.
• Terrifying Appearance: At the start of the encoun- Soak Value w. Threshold M/r Defense
ter, all opponents must make an upgraded Daunting 4 10 0 0
(llkk) fear check as an out-of-turn incidental, as
per page 243 of the Genesys Core Rulebook; if there Power Level: c 3, p 2, g 3
are multiple sources of fear in the encounter, oppo- Skills: Charm 2 (llk), Cool 2 (llk), Knowledge
nents only make one fear check against the most (Crucible) 1 (lk), Knowledge (Culture) 3 (llk),
fearsome enemy. Ranged 1 (lk), Perception 3 (lk), Vigilance 2 (ll).
Equipment: Talents:
• Æmberfire breath: Ranged; Damage 8; Critical 2; • Adversary 1: Upgrade difficulty of all combat checks
Range (Long); Blast 6, Breach 1, Burn 3, Slow-Firing 1. against this target once.
• Jaws: Brawl; Damage 11; Critical 3; Range (Short); Abilities:
Breach 2. • Let's Open the Good Stuff: When assisting on a
• Scales: +4 soak. knowledge skill check, may add additional jj to
Source: SotC p. 220
the check; if so, at the end of the encounter the char-
acter who made the check recovers 3 fewer strain (to
a minimum of 0).
Equipment:
• Shotblaster under the counter: Ranged; Damage 6;
Critical 3; Range (Short); Blast 4, Knockdown.
• Blasweave clothing: +2 soak
• Flasks of assorted intoxicating substances.
Source: SotC p. 233

Adversaries anthology
GENESYS 33
Black Shard Renderer (Minion) • Vines: Ranged; Damage 3, Critical 5; Ranged
(Short); Accurate 1, Ensnare 3, Linked 3.
2 3 2 3 1 2 Source: SotC p. 220

Brawn Agility Intellect Cunning Willpower Presence Bounty Hunter (Rival)


Soak Value w. Threshold M/r Defense
3 4 0 0 3 3 2 3 2 2
Brawn Agility Intellect Cunning Willpower Presence

Power Level: c 2, p -, g 2 Soak Value w. Threshold M/r Defense


Skills (group only): Brawl, Cool, Perception, Vigi- 4 11 0 0
lance.
Power Level: c 5, p 2, g 2
Talents:
Skills: Brawl 3 (lll), Coercion 2 (ll), Deception
• None.
2 (llk), Negotiation 2 (ll), Perception 3 (lll),
Abilities: Ranged 3 (lll), Streetwise 2 (llk).
• Corrupt Æmber: May spend hhh or d from
Talents:
any Melee or Brawl check targeting this character
• Adversary 1: Upgrade difficulty of all combat checks
to corrupt 1 Æmber the opponent carries (this es-
against this target once.
sentially destroys the Æmber, with other effects as
determined by the GM). Abilities:
• Dark Sight: Can see in the absence of light without • Dubious of Authority: When targeted by a Coer-
penalty. cion or Leadership check, may oppose this check
• Demon. with Deception and Cunning (instead of Discipline
• Silhouette 0. and Willpower).
Equipment: Equipment:
• Claws and teeth: Brawl; Damage 4; Critical 3; Range • Lightning rifle: Ranged; Damage 8, Critical 3;
(Engaged); Vicious 1. Ranged (Long); Stun 3.
Source: SotC p. 227 • Shockgloves: Brawl; Damage 5; Critical 4; Range
(Engaged); Concussive 1, Stun Damage.
Bloodstalker Vine (Rival)
• Several "wanted" holoprints
Source: SotC p. 229
3 4 1 2 1 1
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


4 12 0 0
Power Level: c 5, p 1, g 1
Skills: Brawl 3 (lll), Ranged 3 (lllk), Stealth 2
(llkk).
Talents:
• Devourer 2: Once per encounter, if the vine is en-
gaged with an incapacitated target that is compatible
with its carbon-based diet, it may use this talent to
heal 4 wounds.
Abilities:
• Dragged to Doom: May spend a maneuver to pull
an immobilized foe within short range to engaged
range.
• Immobile: Cannot spend maneuvers to move.
Equipment:
• Feeding spikes: Melee; Damage 5; Critical 3; Range
(Engaged); Pierce 3, Vicious 2.

Adversaries anthology
34 GENESYS
Bureaucrat (Minion) strain and add t to the next combat or social skill
check she makes.
1 2 2 3 3 2 Equipment:
Brawn Agility Intellect Cunning Willpower Presence • Blazer pistol: Ranged; Damage 6; Critical 4; Range
Soak Value w. Threshold M/r Defense (Medium); Stun 3.
1 3 0 0 • Star Alliance captain's uniform: 1 defense, +1 soak.
• Wrist module.
Power Level: c 1, p 2, g 2 Source: SotC p. 208
Skills (group only): Discipline, Negotiation, Vigi- Caravan Guard (Minion)
lance.
Talents: 3 2 1 2 1 1
• Unremarkable: Add f to checks made to pick a bu- Brawn Agility Intellect Cunning Willpower Presence

reaucrat out of a crowd. Soak Value w. Threshold M/r Defense


Abilities: 4 4 0 0
• Here's a Tip: Other characters may spend t from
social skill checks they make targeting this character Power Level: c 2, p 1, g 1
to add j to other social skill checks they make until Skills (group only): Melee, Perception, Vigilance.
the end of the session or until they leave this location. Talents:
• Inured: Add j to social skill check targeting this • None.
character.
Abilities:
Equipment:
• Close Ranks: While within short range of another
• Rumpled clothing, endless stacks of holoscrolls, guard minion group, both groups gain 1 melee de-
databooks, and forms-lots of forms. fense.
Source: SotC p. 233
Equipment:
Captain Val Jericho (Nemesis) • Pole chainsaw: Melee; Damage 7; Critical 3; Range
(Engaged); Inaccurate 1, Vicious 3.
2 3 3 4 4 4 Source: SotC p. 229
Brawn Agility Intellect Cunning Willpower Presence
City Enforcer (Minion)
Soak Value w. Threshold S. Threshold M/r Defense
3 18 21 1 1 3 2 1 2 1 1
Brawn Agility Intellect Cunning Willpower Presence
Power Level: c 6, p 7, g 5
Soak Value w. Threshold M/r Defense
Motivations: Desire (Knowledge), Fear (Humiliation),
Strength (Curious), Flaw (Obsession).
4 4 0 0
Skills: Athletics 2 (ll), Charm 2 (llkk), Discipline Power Level: c 3, p 1, g 1
3 (lllk), Knowledge (Culture) 4 (llll), Lead-
Skills (group only): Brawl, Coercion, Melee, Ranged.
ership 3 (lllk), Negotiation 2 (llkk), Ranged 2
(llk), Vigilance 2 (llkk). Talents:
Talents: • None.
• Adversary 2: Upgrade difficulty of all combat checks Abilities:
against this target twice. • Force of Justice: Characters withing short range of
Abilities: this character add j to their combat checks provided
those characters are acting to uphold local laws.
• For the Alliance!: When making a combat skill
check, Captain Jericho may spend a to let a member Equipment:
of her crew in the current encounter immediately • Stunner baton: Melee; Damage 4; Critical 3; Range
perform a maneuver as an out-of-turn incidental; (Engaged); Concussive 1, Stun Damage.
she may instead spend aaa or t to let up to thee • Stunner pistol: Ranged; Damage 6; Critical 4; Range
crew members in the current encounter perform an (Short); Concussive 1, Stun Damage.
immediate action as an out-of-turn incidental. • Uniform: +1 soak
• Heroic Captain: May spend a Story Point to suffer 2 • Badge
Source: SotC p. 234

Adversaries anthology
GENESYS 35
Cyber Rat (Minion) Deipno Spymaster (Rival)
2 2 1 3 1 1 2 3 2 3 3 3
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Soak Value w. Threshold M/r Defense
3 3 1 2 3 12 2 2
Power Level: c 2, p 1, g 1 Power Level: c 4, p 4, g 3
Skills (group only): Brawl, Skulduggery, Stealth, Skills: Coercion 2 (llk), Deception 3 (lll),
Vigilance. Knowledge (Crucible) 3 (llk), Knowledge (Culture)
Talents: 2 (ll), Melee 1 (lk), Negotiation 3 (lll), Percep-
tion 3 (lll), Stealth 2 (ll), Streetwise 3 (lll).
• None.
Talents:
Abilities:
• Adversary 2: Upgrade difficulty of all combat checks
• Cyberbyte: After making a combat check, may
against this target twice.
spend t to have the target suffer a hit dealing damage
equal to the base damage of one powered weapon Abilities:
the target possesses of the cyber rat's choice. • Informed: When providing assistance to friendly
• Silhouette 0. character who are making a knowledge skill, Skul-
duggery, or Streetwise check, this character instead
Equipment:
adds sshh to the results of the check.
• Metal jaws: Brawl; Damage 3; Critical 3; Range (En-
gaged); Pierce 1, Vicious 1. Equipment:
Source: SotC p. 220 • Crystal dagger: Melee; Damage 6; Critical 3; Range
(Engaged); Accurate 2, Stun 3, Superior.
Darkwater Tree (Rival)
• Set of Deipno stealth emitters: 2 defense, +1 soak
3 2 1 2 1 1 • Magnoscope (adds j to Perception checks), several
Brawn Agility Intellect Cunning Willpower Presence
heavily encrypted micropads.
Source: SotC p. 229
Soak Value w. Threshold M/r Defense
6 15 0 0
Power Level: c 5, p 1, g 1
Skills: Brawl 3 (lll).
Talents:
• None.
Abilities:
• Æmber Extractor: A character may make a Hard
(kkk) Survival check to dig one Æmber out of a
destroyed tree and may spend t to extract two Æm-
ber per t spent this way.
• Immobile: Cannot spend maneuvers to move
Equipment:
• Iron branches: Brawl; Damage 9; Critical 4; Range
(Short); Concussive 2, Linked 3, the difficulty for
this is always Average (kk).
• Metal bark: +3 soak.
Source: SotC p. 221

Adversaries anthology
36 GENESYS
Dodger (Nemesis) Abilities:
• Aerial Thief: May spend t when making a check to
3 4 3 4 2 3 determine Initiative to steal one randomly deter-
Brawn Agility Intellect Cunning Willpower Presence mined item of encumbrance 2 or less from the char-
acter who generated the least s on their check.
Soak Value w. Threshold S. Threshold M/r Defense
• Flyer: Can fly; see the Flying sidebar on page 100 of
5 12 14 1 1 the Genesys Core Rulebook.
Power Level: c 8, p 4, g 7 Equipment:
Motivations: Desire (Belonging), Fear (Isolation), • Beaks: Brawl; Damage 5; Critical 3; Range (En-
Strength (Adaptable), Flaw (Greed). gaged); Linked 1.
Source: SotC p. 221
Skills: Cool 3 (lll), Coordination 3 (lllk),
Discipline 3 (llk), Knowledge (Crucible) 3 (lll), Eater of the Dead (Rival)
Melee 3 (lll), Ranged 3 (lllk), Skulduggery 2
(llkk), Stealth 4 (llll), Streetwise 3 (lllk), 2 3 2 3 3 2
Vigilance 3 (llk). Brawn Agility Intellect Cunning Willpower Presence

Talents: Soak Value w. Threshold M/r Defense


• Adversary 2: Upgrade difficulty of all combat checks 3 10 1 1
against this target twice.
Power Level: c 3, p -, g 2
• Dramatic Entrance: Once per session, may spend
a Story Point to use this talent to enter a scene or Skills: Brawl 2 (ll), Medicine 3 (llk).
encounter they are not currently participating in at Talents:
an opportune time, no matter how unlikely their ar- • Adversary 1: Upgrade difficulty of all combat checks
rival. If the scene is a combat encounter or otherwise against this target once.
uses Initiative order, Dodger add a new NPC Initia-
tive slot at the top of the Initiative order. Abilities:
• Dark Sight: Can see in the absence of light without
Abilities:
penalty.
• Light Fingers: After making a melee combat check,
• Demon.
may spend t to steal one item of encumbrance 1 or
• Feed on the Fallen: At the end of the eater of the
less from the target.
dead's turn, if at short range of one or more non-de-
Equipment: mon characters suffering Critical Injuries, may heal
• Twin crystal blade: Melee; Damage 7; Critical 2; Range a number of wounds that it is suffering equal to the
(Engaged); Accurate 2, Stun 3, Superior. total number of Critical Injuries.
• Throwing stars: Ranged; Damage 4; Critical 2; • Power from the Fallen: While engaged with a
Range (Short); Accurate 1, Linked 2. non-demon character, increase this character's
• Stealth emitter-lined camo-clothing: 1 defense, +2 Brawn by one for each Critical Injury the non-de-
soak. mon character is currently suffering to a maximum
• Magnavistor, dimensional satchel (SotC page 153) of 5 (this also increases the damage of this charac-
filled with all sorts of interesting things. ter's claws and teach and this character's soak value).
Source: SotC p. 241 Equipment:
Double-Beaked Spire Buzzard (Rival) • Claw and teeth: Brawl; Damage 2; Critical 3; Range
(Engaged); Vicious 1.
3 2 1 2 1 1 Source: SotC p. 227
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


6 15 0 0
Power Level: c 4, p 1, g 2
Skills: Brawl 3 (lll).
Talents:
• None.

Adversaries anthology
GENESYS 37
Elder Nyyon (Nemesis) Skills: Brawl 3 (lllk), Perception 3 (llk), Resil-
ience 2 (llkk).
2 2 4 4 3 3 Talents:
Brawn Agility Intellect Cunning Willpower Presence • None.
Soak Value w. Threshold S. Threshold M/r Defense Abilities:
4 15 23 1 1 • Fragmented Memories: Add ll to social skill
checks targeting this character.
Power Level: c 6, p 5, g 7
• Mutating: At the start of each encounter, may suf-
Motivations: Desire (Knowledge), Fear (Humiliation), fer 1 wound to gain one species feature generated at
Strength (Curious), Flaw (Obsession). random from Table 1-8: Species Features on SotC
Skills: Charm 2 (llk), Coercion 2 (llk), Com- page 47.
puters 3 (lllk), Discipline 3 (lll), Knowledge Equipment:
(All) 4 (llll), Leadership 2 (llk), Mechanics • Bioengineered talons: Brawl; Damage 7; Critical 3;
3 (lllk), Operating 2 (llkk), Perception 3 Range (Engaged); Pierce 3, Vicious 2.
(lllk), Ranged 2 (ll).
• Altered flesh: +3 soak
Talents: Source: SotC p. 236
• Adversary 2: Upgrade difficulty of all combat checks Ether Spider (Nemesis)
against this target twice.
• Mad Inventor: Once per session, make a Mechanics 5 4 1 3 1 3
check to cobble together the functional equivalent of Brawn Agility Intellect Cunning Willpower Presence
any item using spare parts or salvage, as per Table
Soak Value w. Threshold S. Threshold M/r Defense
1.4-1 Mad Inventor Item Rarity on page 80 of the
Genesys Core Rulebook. 9 39 22 0 0
Abilities: Power Level: c 14, p 2, g 1
• Martian Command: As a maneuver, may order up
Skills: Athletics 2 (llkkk), Brawl 3 (lllkk),
to three allied martians in the encounter to take an
Cool 3 (lll), Ranged 3, (lllk).
immediate out-of-turn maneuver, or to order one
allied martian in the encounter to take an immedi- Talents:
ate out-of-turn action. • Adversary 2: Upgrade difficulty of all combat checks
• Obsessive Customizer: As a maneuver may spend against this target twice.
a Story Point to add one of the following item qual- Abilities:
ities to their pistol or to an outpost weapon with • Æmber Eater: After making a successful Brawl
which they are engaged: Accurate 3, Concussive 1, combat check, may spend aa or t to devour 1
Guide 4, Stun Damage, Sunder. The weapon pos- Æmber the target possesses.
ses this item quality until the end of this character's • Silhouette 3
next turn.
• Terrifying Appearance: At the start of the encoun-
Equipment: ter, all opponents must make an upgraded Hard
• Customized ray gun: Ranged; Damage 6; Critical 3; (lkk) fear check as an out-of-turn incidental, as
Range (Medium). per page 243 of the Genesys Core Rulebook; if there
• Fine cloak: 1 defense +2 soak. are multiple sources of fear in the encounter, oppo-
• Martian communicator portable computer. nents only make one fear check against the most
Source: SotC p. 204 fearsome enemy.
Equipment:
Escaped Experiment (Rival) • Claws: Brawl; Damage 15; Critical 4; Range (Short);
the difficulty for this check is always Average (kk).
4 2 2 2 3 1 • Spinnerets: Ranged; Damage 5; Critical 2; Range
Brawn Agility Intellect Cunning Willpower Presence (Short); Ensnare 3, Stun Damage.
Soak Value w. Threshold M/r Defense • Venomous jaws: Brawl; Damage 12; Critical 1;
7 16 0 0 Range (Engaged); Disorient 2.
• Chitinous skin: +4 soak.
Power Level: c 3, p 1, g 3 Source: SotC p. 220

Adversaries anthology
38 GENESYS
Faeries and Pixies (Minion) Gloomwight (Minion)
1 2 3 2 2 1 2 3 1 3 1 2
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Soak Value w. Threshold M/r Defense
2 3 2 2 2 5 0 0
Power Level: c 2, p 1, g 2 Power Level: c 3, p 1, g 1
Skills (group only): Brawl, Mechanics, Perception, Skills (group only): Athletics, Brawl, Ranged.
Survival. Talents:
Talents: • None.
• None. Abilities:
Abilities: • Dark Sight: Can see in the absence of light without
• Artificial: Does not need to breathe, eat, or drink, penalty.
and can survive in vacuum and underwater; im- • Phase: Can ignore terrain penalties and move
mune to poisons and toxins. through solid matter (but cannot end their turn in-
• Flyer: Can fly; see the Flying sidebar on page 100 of side solid matter).
the Genesys Core Rulebook. • Silhouette 0.
• Mischievous: as a maneuver, may distract one char- Equipment:
acter at short range; that character adds j to their
• Overphased rocks: Ranged; Damage 3; Critical 1;
next check for each faerie or pixie in that minion
Range (Short); Blast 6.
group.
• Phase bite: Brawl; Damage 2; Critical 4; Range (En-
• Silhouette 0.
gaged); Breach 1.
Equipment: Source: SotC p. 237
• Stinger: Brawl; Damage 4; Critical 3; Range (En- Green Walker (Nemesis)
gaged); Disorient 3.
Source: SotC p. 222
5 2 3 2 3 2
Fuzzy Gruen (Minion) Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense


2 2 1 2 2 2 8 36 20 2 0
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Power Level: c 10, p 3, g 4


2 3 2 0 Skills: Cool 1 (lk), Charm 2 (ll), Brawl 4
(llllk), Knowledge (Crucible) 4 (lllk), Per-
Power Level: c 1, p 1, g 1 ception 2 (ll), Stealth 1 (lk), Survival 3 (llk),
Skills (group only): Athletics, Brawl. Vigilance 2 (llk).
Talents: Talents:
• None. • Adversary 2: Upgrade difficulty of all combat checks
Abilities: against this target twice.
• Amphibious: Can breathe underwater without pen- Abilities:
alty and never suffers movement penalties for travel- • Woodlander: While in a forested area, green walk-
ing through water. ers upgrade the ability of Cool and Stealth checks
• Painfully cute: When this character suffers wounds, they make twice.
all characters within short range suffer 2 strain. • Silhouette 3.
• Silhouette 0. Equipment:
Equipment: • Thorny fists: Brawl; Damage 10; Critical 3; Range
• Cuddly tentacles: Brawl; Damage 3; Critical 5; (Short); Pierce 2, the difficulty for this attack is al-
Range (Engaged); Ensnare 1. ways Average (kk).
Source: SotC p. 222 • Thick bark: +3 soak.
Source: SotC p. 237

Adversaries anthology
GENESYS 39
Grey Monk (Nemesis) from itself or another demon character, may choose
to have one non-demon character within short
3 3 4 4 4 3 range suffer an equal amount of strain; when this
Brawn Agility Intellect Cunning Willpower Presence
character heals a Critical Injury that they or anoth-
er demon character are currently suffering, may
Soak Value w. Threshold S. Threshold M/r Defense choose to have one non-demon character within
3 16 20 0 0 short range suffer one Critical Injury.

Power Level: c 6, p 6, g 6 Equipment:


• Blade of pain: Melee; Damage 6; Critical 3; Range
Skills: Brawl 3 (lll), Cool 2 (llk), Discipline 2
(Engaged); Superior, Vicious 2.
(llkk), Knowledge (Culture) 3 (lllk), Medicine Source: SotC p. 227
3 (lllk), Vigilance 3 (lllk).
Gurgle Pool (Rival)
Talents:
• Adversary 2: Upgrade difficulty of all combat checks 4 2 1 3 1 1
against this target twice. Brawn Agility Intellect Cunning Willpower Presence
• Implacable 2: When this character is targeted by a
Soak Value w. Threshold M/r Defense
social skill check, they reduce any strain they suffer
as a result of that check by 2. 4 14 0 0
Abilities: Power Level: c 4, p 1, g 1
• Mystical Healing: Decrease the difficulty of all
Skills: Brawl 2 (llkk).
Medicine checks made within short range of a Grey
Monk by one. Talents:
• Protective Aura: Allies gain +1 soak while within • Artificial: Does not suffer penalties for moving
short range of a Grey Monk; this stacks with multi- through difficult terrain.
ple monks. Abilities:
Equipment: • Drain Vigor: As an Incidental, at the start of their turn,
• Fists: Brawl; Damage 4; Critical 2; Range (Engaged); characters engaged with a gurgle pool must make a
Disorient 2, Superior Hard (kkk) Resilience check or suffer 3 strain.
• Robes. • Liquid Defenses: Halve the damage dealt to the
Source: SotC p. 234 pool before applying soak, unless the weapon has
the Blast or Burn quality (regardless of whether the
Guardian Demon (Rival) quality is activated).
4 3 3 4 2 3 • Silhouette 2.
Brawn Agility Intellect Cunning Willpower Presence Equipment:
Soak Value w. Threshold M/r Defense • Pseudopods: Brawl; Damage 8; Critical 3; Range
5 11 2 0 (Engaged); Blast 8, Knockdown.
Source: SotC p. 223

Power Level: c 6, p -, g 4
Skills: Cool 2 (llk), Medicine 3 (lll), Melee 2
(llkk).
Talents:
• Adversary 1: Upgrade difficulty of all combat checks
against this target once.
Abilities:
• Dark Sight: Can see in the absence of light without
penalty.
• Demon.
• Regeneration: At the beginning of their turn turn,
this character heals 3 wounds.
• Shift the Pain: When this character heals wounds

Adversaries anthology
40 GENESYS
Halyards Mate (Minion) perform a second maneuver without spending strain
(but cannot perform more than two maneuvers in
2 3 2 2 2 1 their turn).
Brawn Agility Intellect Cunning Willpower Presence Equipment:
Soak Value w. Threshold M/r Defense • Tiny quill and papers, miniaturized spy gear and
2 4 0 0 comms.
Source: SotC p. 242
Power Level: c 2, p 1, g 1 Inspired Adept (Rival)
Skills (group only): Gunnery, Mechanics, Melee,
Operating, Perception 3 3 3 2 3 2
Brawn Agility Intellect Cunning Willpower Presence
Talents:
• None. Soak Value w. Threshold M/r Defense
3 10 1 0
Abilities:
• Airborne Expertise: May remove jj from Operat- Power Level: c 4, p 3, g 3
ing checks character in the encounter make to con-
Skills: Brawl 3 (lll), Cool 2 (lllk), Discipline
trol an airship or other flying vehicle.
3 (lll), Medicine 2 (llk), Perception 2 (ll),
Equipment: Vigilance 2 (llk).
• Æmberdrake fang dagger: Melee; Damage 3; Criti-
Talents:
cal 3; Range (Engaged); Pierce 4.
Source: SotC p. 234
• Heightened Awareness: Allies at short range add j
to their Perception and Vigilance check; allies at en-
Inka the Spider (Nemesis) gaged range add jj instead.
• Surgeon 2: When making a Medicine check to heal
1 4 4 4 3 2 wounds, the target heals two additional wounds.
Brawn Agility Intellect Cunning Willpower Presence
Abilities:
Soak Value w. Threshold S. Threshold M/r Defense
• Calm Center: May remove j from Cool, Discipline,
2 8 12 2 2 and Vigilance checks.
Power Level: c 3, p 6, g 1 Equipment:
• Fists and feet: Brawl; Damage 4; Critical 2; Range
Motivations: Desire (Fame), Fear (Poverty), Strength
(Engaged); Accurate 1, Superior
(Patient), Flaw (Pride).
• Simple garb, journal, Æmber amulet.
Skills: Charm 3 (llk), Cool 3 (llk), Coordination Source: SotC p. 229
4 (llll), Discipline 4 (lllk), Knowledge (Cru-
cible) 4 (llll), Knowledge (Culture) 4 (llll),
Negotiation 3 (llk), Perception 4 (llll),
Stealth 4 (llll), Streetwise 3 (lllk), Survival 4
(llll), Vigilance 3 (lll).
Talents:
• Adversary 1: Upgrade difficulty of all combat checks
against this target once.
• Wallcrawler: Can move across vertical surface as
easily as horizontal surfaces. In addition, when this
character attempts to reduce the damage taken from
falling, reduce the difficulty of the Athletics or Coor-
dination check by one.
Abilities:
• Friends in Spy Places: A character must suffer 2
strain in order to make a combat check targeting Inka.
• Leverage Fame: After making a successful social
skill check, this character heals 2 strain and may

Adversaries anthology
GENESYS 41
Kelifi Dragon (Nemesis) • Handmade Weapons: When another being uses
this character's bow, it loses the Superior item quali-
5 4 3 3 4 3 ty and gains Inaccurate 3 and Unwieldy 5.
Brawn Agility Intellect Cunning Willpower Presence Equipment:
Soak Value w. Threshold S. Threshold M/r Defense • Handcrafted Ranger's Bow: Ranged; Damage 7;
10 42 24 0 0 Critical 3; Range (Medium); Burn 1, Pierce 3, Supe-
rior.
Power Level: c 14, p 5, g 3 • Ranger garb: +1 soak.
Source: SotC p. 238
Skills: Athletics 2 (llkkk), Brawl 4 (llllk),
Coercion 3 (lllk), Knowledge (Æmber) 3 (lll), Lava Giant (Nemesis)
Perception 2 (llk), Ranged 3 (lllk), Vigilance 2
(llkk). 5 3 2 3 2 2
Brawn Agility Intellect Cunning Willpower Presence
Talents:
• Adversary 2: Upgrade difficulty of all combat checks Soak Value w. Threshold S. Threshold M/r Defense
against this target twice. 7 20 20 0 0
Abilities:
Power Level: c 7, p 2, g 3
• Flyer: Can fly; see the Flying sidebar on page 100 of
the Genesys Core Rulebook. Skills: Athletics 2 (llkkk), Brawl 3 (lllkk),
Ranged 2 (llk).
• Silhouette 4.
• Supersonic: After spending two maneuvers to move Talents:
through the air, as an action may make a Hard • Adversary 2: Upgrade difficulty of all combat checks
(kkk) Athletics check; if successful, all other char- against this target twice.
acters within medium range of this character's final Abilities:
location suffer 5 strain. • Heat Wave: At the start of the their turn, characters
• Sweep Attack: May spend t on a successful Brawl engaged with a lava giant suffer 2 strain unless they
check to inflict one hit dealing 10 damage on all oth- are immune to heat.
er characters within short range. • Loves the Heat: Ignores penalties imposed by high
Equipment: temperatures and ignores damage inflicted by fire or
• Huge talons: Brawl; Damage 10; Critical 3; Range fire-based attacks.
(Engaged); Pierce 4. • Silhouette 2.
• Plasma flames: Ranged; Damage 7; Critical 4; Range Equipment:
(Medium); Blast 6, Burn 3. • Burning limbs: Brawl; Damage 6; Critical 2; Range
• Plate armor: +5 soak. (Engaged); Burn 3, Vicious 3.
Source: SotC p. 237
• Lava bomb: Ranged; Damage 8; Critical 3, Range
Kindrith Ranger (Minion) (Medium); Blast 6, Burn 2, Inaccurate 1, Knockdown
• Stony skin: +2 soak.
3 4 2 3 2 2 Source: SotC p. 224
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


4 5 0 0
Power Level: c 5, p 1, g 2
Skills (group only): Athletics, Ranged, Stealth, Sur-
vival, Vigilance.
Talents:
• None.
Abilities:
• Blend with the Wilds: In wilderness areas, Kindrith
Rangers gain defense 1.

Adversaries anthology
42 GENESYS
Logos Field Researcher (Rival) • Dark Vision: On skill checks, this character re-
moves up to jj imposed due to darkness.
2 1 3 2 3 2 Equipment:
Brawn Agility Intellect Cunning Willpower Presence • Shiv: Melee; Damage 4; Critical 4; Range (Engaged).
Soak Value w. Threshold M/r Defense • Assorted tools, bags of scavenged items.
4 11 2 2 Source: SotC p. 230

Macis Asp (Rival)


Power Level: c 3, p 2, g 3
Skills: Discipline 2 (llk), Knowledge (Science) 3 3 4 1 3 1 1
(lll), Perception 2 (ll), Ranged 2 (llk). Brawn Agility Intellect Cunning Willpower Presence

Talents: Soak Value w. Threshold M/r Defense


• Inventor 2: Add jj to checks made to modify items 5 10 1 2
or construct new ones.
Power Level: c 4, p 1, g 1
Abilities:
• Can't Stop Experimenting!: While a Logos Re- Skills: Athletics 2 (llk), Brawl 3 (lll).
searcher is present in an encounter, the GM may Talents:
spend d from any check to force all other characters • None.
to make a Hard (kkk) Vigilance or Coordination
Abilities:
check as an out-of-turn incidental; anyone who fails
suffers 4 wounds and 4 strain. • Artificial: Does not need to breathe, eat, or drink,
and can survive in vacuum and underwater; im-
• Knowledge is Dangerous: Adds sh to the results
mune to poisons and toxins.
of Knowledge (Science) checks other characters
make in the encounter. • Strike Back: May spend hhh or d from an en-
gaged opponent's failed combat check against this
Equipment: character to inflict 3 wounds on the opponent.
• Reality distorter: Ranged; Damage 7; Critical 3; • Swimmer: Never suffers movement penalties for
Range (Short); Auto-fire, Prepare 1, Sunder, Supe- traveling through water.
rior, combat check uses Intellect instead of Agility.
Equipment:
• Phased hyperfield: 2 defense, +2 soak.
• Poisonous Fangs: Brawl; Damage 6; Critical 3;
• Assorted experimental items, communicator data-
Range (Engaged); Disorient 3, Pierce 3, Vicious 3.
books, several recording drones.
Source: SotC p. 230 • Metallic Microscales: +2 soak.
Source: SotC p. 223
Looter Goblin (Minion)
2 2 2 3 1 1
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


3 4 0 0
Power Level: c 1, p 1, g 2
Skills (group only): Mechanics, Perception, Survival
Talents:
• None.
Abilities:
• Expert Scrounger: While this character is present in
an encounter, add jj to checks friendly characters
make to search an area.

Adversaries anthology
GENESYS 43
Makai (Nemesis) • Disintegration grenade: Ranged; Damage 7; Crit-
ical 4; Range (Short); Blast 7, Knockdown, Limited
3 4 4 3 4 3 Ammo 2, Vicious 4.
Brawn Agility Intellect Cunning Willpower Presence • Scout armor: 1 defense, +2 soak.
Source: SotC p. 230
Soak Value w. Threshold S. Threshold M/r Defense
4 16 20 1 1 Martian Zookeeper (Rival)
Power Level: c 8, p 6, g 6 1 3 3 3 3 2
Brawn Agility Intellect Cunning Willpower Presence
Motivations: Desire (Ascension), Fear (Failure),
Strength (Courageous), Flaw (Carelessness). Soak Value w. Threshold M/r Defense

Skills: Athletics 2 (llk), Brawl 4 (lllk), Charm


3 9 2 2
3 (lll), Cool 3 (lk), Coordination 3 (lllk),
Power Level: c 4, p 2, g 3
Discipline 3 (lllk), Survival 4 (lllk).
Skills: Coercion 2 (llk), Knowledge (Crucible) 2
Talents:
(llk), Negotiation 2 (ll), Perception 2 (llk),
• Adversary 2: Upgrade difficulty of all combat checks Ranged 2 (llk), Survival 3 (lll).
against this target twice.
Talents:
Abilities:
• Adversary 1: Upgrade difficulty of all combat checks
• Æmber-Do: Once per encounter, may spend a Sto- against this target once.
ry Point before making a skill check to double this
• Animal Companion 4: May select a companion of
character's Brawn value and require 1 fewer a to ac-
up to silhouette 3, such as those from the Creatures
tivate any item quality for that check.
section on SotC page 220.
• The Path Provides: Whenever Makai assists on a
check, the character making the check may spend t Abilities:
to heal all of their own strain. • Animal Adversary: d may be spend on a failed
check this character makes during a turn in which
Equipment:
they direct their animal companion to have the com-
• Fists and feet: Brawl; Damage 6; Critical 3; Range (En- panion make a combat check as an out-of-turn ac-
gaged); Guided 4. tion targeting this character; t may be spent on this
• Traveling robes, necklace with Æmber amulet. combat check to also have the animal run away.
Source: SotC p. 242
Equipment:
Martian Scout (Rival) • Energy webber: Ranged; Damage 8; Critical 3;
Range (Medium); Ensnare 4, Stun Damage.
2 3 2 2 2 1 • Armored exosuit: +2 soak.
Brawn Agility Intellect Cunning Willpower Presence
• Dimensional holding cage
Soak Value w. Threshold M/r Defense Source: SotC p. 238
4 9 1 1
Power Level: c 6, p 1, g 1
Skills: Coercion 2 (ll), Ranged 2 (llk), Vigilance
2 (ll).
Talents:
• Adversary 1: Upgrade difficulty of all combat checks
against this target once.
Abilities:
• Ka-boom!: May spend t on a combat check to acti-
vate the Blast item quality and have the quality affect
all characters within short range of the target.
Equipment:
• Ray rifle: Ranged; Damage 8; Critical 3; Range (Ex-
treme); Pierce 2, Vicious 2.

Adversaries anthology
44 GENESYS
Miss "Onyx" Censorius (Nemesis) Equipment:
• Dream staff: Melee; Damage 4; Critical 3; Range
4 5 6 4 5 6 (Engaged); Disorient 2.
Brawn Agility Intellect Cunning Willpower Presence • Herbs.
Source: SotC p. 239
Soak Value w. Threshold S. Threshold M/r Defense
– – 30 2 2 Nucrandacra (Rival)
Power Level: c -, p 14, g 12 4 2 2 3 2 2
Brawn Agility Intellect Cunning Willpower Presence
Motivations: Desire (Acceptance), Fear (Rejection),
Strength (Curious), Flaw (Inattention). Soak Value w. Threshold M/r Defense
Skills: Charm 5 (lllllk), Cool 5 (lllllk), 7 18 0 0
Discipline 5 (lllll), Knowledge (All) 5
(lllllk), Vigilance 3 (lllkk). Power Level: c 7, p 1, g 2

Talents: Skills: Melee 3 (lllk), Knowledge (Æmber) 2


(ll), Negotiaion 2 (ll), Resilience 3 (lllk).
• Adversary 3: Upgrade difficulty of all combat checks
against this target once. Talents:
Abilities: • Adversary 1: Upgrade difficulty of all combat checks
against this target once.
• Archon (SotC page 260).
• Ease Your Worries: Whenever allies at short range Abilities:
would suffer strain involuntarily, they suffer 2 less • Amphibious: Can breathe underwater without pen-
strain, to a minimum of 0. alty and never suffers movement penalties for travel-
• Explains Things: Allies at short range add k to ing through water.
Knowledge (Æmber) checks they make. • Dark Sight: Can see in the absence of light without
• Hoverer: May hover, as per Flying sidebar page 100 penalty.
of the Genesys Core Rulebook • Spiked Carapace: When targeted by a melee com-
• Wondrous Aura: Allies within short range add j bat check, may spend hhh or d from the results
to their Deception checks and j to their Discipline to have the attacker suffer 4 wounds.
checks. Equipment:
Equipment: • Coral glaive: Melee; Damage 6; Critical 4; Range
• Mental whispers: Discipline; Damage 12; Critical -; (Engaged); Vicious 1.
Range (Long); Breach 1, Disorient 3, Stun Damage. • Shell: +3 soak.
Source: SotC p. 239
• Subtle energy field: 2 defense, Reinforced.
Source: SotC p. 261

Mushroom Person (Minion)


3 2 2 2 2 2
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


3 5 1 0
Power Level: c 3, p 1, g 1
Skills (group only): Knowledge (Crucible), Melee,
Survival
Talents:
• None.
Abilities:
• Fungal Form: Reduce any damage from hits target-
ing this character by 3 unless the Burn item quality
has been activated as a part of this attack.

Adversaries anthology
GENESYS 45
Neutron Shark (Nemesis) Pingle (Nemesis)
5 4 1 3 1 1 2 4 2 4 3 3
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense Soak Value w. Threshold S. Threshold M/r Defense
8 24 19 0 0 5 12 14 1 1
Power Level: c 7, p 2, g 3 Power Level: c 9, p 5, g 5
Skills: Brawl 3 (lllkk). Motivations: Desire (Survival), Fear (Pain), Strength
Talents: (Independent), Flaw (Annoying).
• Adversary 2: Upgrade difficulty of all combat checks Skills: Coercion 3 (lll), Deception 2 (llkk),
against this target twice. Discipline 2 (llk), Mechanics 3 (llk), Perception
2 (llkk), Ranged 4 (llll), Skulduggery 3 (lk),
Abilities:
Streetwise 2 (llkk), Vigilance 4 (lllk).
• Flyer: Can fly; see the Flying sidebar on page 100 of
the Genesys Core Rulebook. Talents:
• Frenzied Hunger: After making a successful combat • Adversary 2: Upgrade difficulty of all combat checks
check, may spend t to inflict an additional hit on against this target twice.
any number of other engaged opponents, dealing base Abilities:
damage +1 per s; after doing so the neutron shark • Annoying: Adds j to Coercion checks.
suffers 3 strain for each additional opponent hit. • Really, Really Annoying: Whenever anyone spends
Equipment: a Story Point during Pingle's turn, one character
• Leptonic Jaws: Brawl; Damage 10; Critical 3; Range within short range of Pingle of the GM's choosing
(Short); Vicious 4. suffers 2 strain and becomes staggered until the end
• Baryon skin: +3 soak. of their next turn.
Source: SotC p. 224 Equipment:
Pilgrim (Minion) • Eggthrower rifle: Ranged; Damage 7; Critical 3;
Range (Extreme); Blast 5, Disorient 3, Stun Damage.
2 2 2 2 2 2 • Scavenged armor: +2 soak.
Brawn Agility Intellect Cunning Willpower Presence • Extra clip of rotten eggs and other foul ammunition,
Soak Value w. Threshold M/r Defense cybernetic monocle (ignores penalties to Pingle's
2 4 0 0 combat checks due to concealment.
Source: SotC p. 243

Power Level: c 1, p 1, g 1
Skills (group only): Athletics, Charm, Discipline,
Knowledge (Crucible), Knowledge (Culture), Survival.
Talents:
• None.
Abilities:
• Powerful Certainty: Whenever this character would
inflict strain as the result of a social skill check, the
target suffers 2 additional strain.
• Someone Looking Over Them: Reduce any damage
inflicted on this character by half before applying
soak, and reduce any damage inflicted on friendly
character within short range by two before applying
soak.
Equipment:
• Sacred texts and icons.
Source: SotC p. 231

Adversaries anthology
46 GENESYS
Piranha Monkey (Minion) short range suffer one Critical Injury.
• Share the Pain: Whenever this character suffers
3 3 2 2 1 1 wounds, one engaged non-demon character suffers
Brawn Agility Intellect Cunning Willpower Presence half that amount of strain, rounding down.
Soak Value w. Threshold M/r Defense Equipment:
4 4 0 0 • Barbed claws: Brawl; Damage 6; Critical 3; Range
(Engaged); Linked 3.
Power Level: c 3, p 1, g 1 • Armor of pain: +2 soak.
Skills (group only): Athletics, Brawl, Coordination. • Æmber imprint-devices.
Source: SotC p. 228
Talents:
• None. Pitlord (Nemesis)
Abilities: 5 2 1 2 1 2
• Arboreal: Treats foliage as clear terrain Brawn Agility Intellect Cunning Willpower Presence
• Critical Numbers: Adds a to combat checks if
Soak Value w. Threshold S. Threshold M/r Defense
there are two or more members in the minion group.
7 28 20 1 1
• Forest Predator: When in forest, may spend aa
from an Initiative check to make an immediate out- Power Level: c 13, p -, g 4
of-turn maneuver.
Skills: Brawl 3 (lllkk), Cool 3 (llk), Resilience 3
Equipment: (lllkk), Vigilance 3 (lkk).
• Teeth: Brawl; Damage 6; Critical 3; Range (En-
Talents:
gaged); Pierce 3, Vicious 4.
Source: SotC p. 224 • Adversary 2: Upgrade difficulty of all combat checks
against this target twice.
Pit Demon (Rival)
Abilities:
4 3 3 3 3 2 • Dark Sight: Can see in the absence of light without
Brawn Agility Intellect Cunning Willpower Presence
penalty.
• Demon.
Soak Value w. Threshold M/r Defense
• Feel the Agony: When targeted by a melee combat
6 18 0 0
check, may spend hh or d to cause the attacker to
Power Level: c 6, p -, g 3 suffer 4 strain.
• Share the Agony: Whenever this character suffers
Skills: Brawl 2 (llkk), Resilience 3 (lllk), Vigi- wounds, one engaged non-demon character suffers
lance 2 (llk). half that amount of strain, rounding up.
Talents: Equipment:
• Adversary 1: Upgrade difficulty of all combat checks • Barbed claws: Brawl; Damage 8; Critical 2; Range
against this target once. (Engaged); Linked 1, Vicious 4.
Abilities: • Armor of dust: +2 soak, Reinforced.
• Dark Sight: Can see in the absence of light without • Æmber imprint-shards.
penalty. Source: SotC p. 228
• Demon.
• Feel the Pain: When targeted by a melee combat
check, may spend hh or d from the results to
cause the attacker to suffer 3 strain.
• Shift the Pain: When this character heals wounds
from itself or another demon character, may choose
to have one non-demon character within short
range suffer an equal amount of strain; when this
character heals a Critical Injury that they or anoth-
er demon character are currently suffering, may
choose to have one non-demon character within

Adversaries anthology
GENESYS 47
Questing Giant (Rival) and friendly characters within short range suffer 1
strain.
4 2 2 2 3 2 • Not in the Memoirs: Whenever Quixo would suffer
Brawn Agility Intellect Cunning Willpower Presence a Critical Injury, he may spend a Story Point to have
one of his assistants within short range be incapac-
Soak Value w. Threshold M/r Defense
itated instead.
6 20 0 0
Equipment:
Power Level: c 7, p 1, g 2 • Æmberhead staff: Melee; Damage 7; Critical 2; Range
(Engaged); Pierce 4, Reinforced, Superior.
Skills: Brawl 3 (lllk), Melee 3 (lllk), Survival
2 (ll), Vigilance 2 (llk). • Cool cybercloak: 1 defense, +3 soak.
• Assorted adoring assistants, selective recording de-
Talents: vices, sciency gear.
• Durable 3: Reduce Critical Injury results this char- Source: SotC p. 244
acter suffers by 30, to a minimum of 1.
Archimedes (Rival)
Abilities:
• Challenge Accepted!: Once per session, may spend 1 3 1 1 1 1
a Story Point to count as having 3 ranks in any skill Brawn Agility Intellect Cunning Willpower Presence
they do not posses until the end of the encounter.
Soak Value w. Threshold M/r Defense
• Silhouette 2.
2 5 1 1
Equipment:
• Handmade axe: Melee; Damage 10; Critical 3; Power Level: c 3, p 1, g 1
Range (Engaged); Cumbersome 4, Pierce 3. Skills: Perception 2 (lk), Ranged 2 (llk), Vigilance
• Handmade armor: +2 soak. 2 (lk).
• Performing implements (horn, spices, paints, etc.)
Talents:
Source: SotC p. 239
• None.
Quixo the "Adventurer" (Nemesis)
Abilities:
2 2 3 4 2 3 • Flyer: Can fly; see Genesys Core Rulebook, page
Brawn Agility Intellect Cunning Willpower Presence
100.
• Silhouette 0.
Soak Value w. Threshold S. Threshold M/r Defense
5 13 15 1 1 Equipment:
• Laser eyes: Ranged; Damage 5; Critical 3; Range
Power Level: c 6, p 4, g 9 (Short); Pierce 2.
Motivations: Desire (Fame), Fear (Failure), Strength • Illuminator.
Source: SotC p. 245
(Confidence), Flaw (Recklessness).
Skills: Charm 3 (lll), Computers 4 (lllk), Cool
3 (lll), Discipline 3 (llk), Knowledge (Crucible)
3 (lll), Knowledge (Science) 4 (lllk), Mechan-
ics 4 (lllk), Melee 2 (ll), Operating 3 (lll),
Perception 1 (lkkk), Ranged 2 (ll), Survival 3
(lllk), Vigilance 2 (ll).
Talents:
• Adversary 2: Upgrade difficulty of all combat checks
against this target twice.
• Animal Companion 1: has animal companion (Ar-
chimedes).
Abilities:
• Exploration Maven: While exploring (or telling
stories of his explorations), whenever Quixo re-
covers strain, he removes three additional strain

Adversaries anthology
48 GENESYS
Radiant Argus the Supreme (Nemesis) • Relentless: After making a successful combat check
against a target, add j to the next combat check this
6 4 4 4 6 5 character makes against the same target.
Brawn Agility Intellect Cunning Willpower Presence • Silhouette 2.
Soak Value w. Threshold S. Threshold M/r Defense Equipment:
– – 26 1 1 • Cybernetic augments: Brawl; Damage 11; Critical
4; Range (Short); Burn 1, Knockdown, Linked 2, the
Power Level: c -, p 13, g 10 difficulty for this check is always Average (kk).
Motivations: Desire (Justice), Fear (Failure), Strength • Æmber-infused skin: +3 soak.
(Idealistic), Flaw (Certainty). Source: SotC p. 231
Skills: Cool 3 (lllkk), Discipline 5 (lllllk) Sanctum Knight (Rival)
Knowledge (All) 5 (llllk), Leadership 4
(llllk), Vigilance 5 (lllllk). 3 3 2 1 3 3
Talents: Brawn Agility Intellect Cunning Willpower Presence
• Adversary 3: Upgrade difficulty of all combat checks Soak Value w. Threshold M/r Defense
against this target once. 6 13 1 1
Abilities:
• Archon (SotC page 260). Power Level: c 5, p 3, g 1
• Belief through Power: Whenever an ally within Skills: Discipline 2 (llk), Knowledge (Culture) 2
short range makes a successful combat check, other (ll), Melee 3 (lll), Perception 1 (l), Vigilance 2
allies in the encounter recover 2 strain. (lk).
• Power through Belief: Allies within short range Talents:
count their Brawn as 2 higher, to a maximum of 6. • Adversary 2: Upgrade difficulty of all combat checks
• Symbol of Faith: While Argus assumes his armored against this target twice.
knightly form, Sanctum allies at medium range gain
Abilities:
defense 1.
• Power from Faith: After making a combat check,
Equipment: may spend aa to add 3 damage to one hit of the
• Energy mac: Discipline; Damage 10; Critical -; attack; after making an opposed social skill check
Range (Engaged); Pierce 8, Reinforced, Stun Dam- may spend aa to inflict 3 strain on the target.
age, Sunder
Equipment:
• Glowing armor: 1 defense, Reinforced.
Source: SotC p. 261
• Blessed blade: Melee; Damage 7; Critical 3; Range
(Engaged); Superior.
Rogue Ogre (Rival) • Knightly armor: 1 defense, +3 soak.
Source: SotC p. 231
4 2 1 2 1 2
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


7 17 0 0
Power Level: c 8, p 1, g 1
Skills: Brawl 2 (llkk), Coercion 3 (lkk), Resilience
3 (lllk).
Talents:
• Adversary 2: Upgrade difficulty of all combat checks
against this target twice
• Bowl Over: When making a melee attack after en-
gaging a target, may activate the Knockdown item
quality without spending a.
Abilities:

Adversaries anthology
GENESYS 49
Saurian Merchant (Rival) Equipment:
• Liquid-metal lasso: Ranged; Damage 6; Critical 2;
3 2 2 3 3 3 Range (Medium); Ensnare 3, Stun Damage.
Brawn Agility Intellect Cunning Willpower Presence • Stunstick: Melee; Damage 6; Critical 4; Ranged (En-
gaged); Stun Damage.
Soak Value w. Threshold M/r Defense
• Riding garb: +1 soak.
5 14 1 1
• Large riding beast (SotC p151), big hat.
Power Level: c 4, p 4, g 3 Source: SotC p. 232

Skills: Charm 2 (llk), Discipline 3 (lll), Saurian Heard Beast (Minion)


Knowledge (Crucible) 3 (llk), Melee 2 (llk),
Negotiation 3 (lll), Perception 2 (llk), Street- 4 1 1 1 1 1
wise 1 (lkk). Brawn Agility Intellect Cunning Willpower Presence

Talents: Soak Value w. Threshold M/r Defense


• Counteroffer: Once per session, may make an op- 6 13 0 0
posed Negotiation versus Discipline check to stagger
a non-nemesis target at medium range until the end Power Level: c 3, p 1, g 1
of the target's next turn. Skills (group only): Brawl, Perception
Abilities: Talents:
• Seasoned Negotiator: Whenever the merchant • None.
would suffer strain after making or opposing a Ne- Abilities:
gotiation skill check, they suffer 1 less, to a minimum
• Encumbrance Capacity 20.
of 0; when inflicting strain as part of a Negotiation
skill check, they inflict one additional strain. • Silhouette 3.
• Stampede: For every three minions in this minion
Equipment: group, add j to any Brawl checks.
• Autoblade: Melee; Damage 6; Critical 3; Range (En-
gaged); Guided 3, Pierce 1, Superior. Equipment:
• Night-phase field: 1 defense, +2 soak • Trample: Brawl; Damage 6; Critical 4; Range (En-
gaged); Knockdown.
• Assortment of the most wonderous goods you've
ever seen. • Scaly hide: +2 soak
Source: SotC p. 232
Source: SotC p. 235

Saurian Rancher (Rival)


3 3 2 2 2 2
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


4 15 0 0
Power Level: c 6, p 1, g 2
Skills: Melee 2 (llk), Perception 2 (ll), Ranged 3
(lll), Riding 3 (lll), Vigilance 2 (ll).
Talents:
• Let's Ride: Can mount or dismount from an animal
as an incidental.
Abilities:
• Yee-hah!: May spend aaa or t from a success
combat check using their liquid-metal lasso to in-
flict one hit from the weapon on one other target
within short range of the original target, inflicting
base damage +1 per s.

Adversaries anthology
50 GENESYS
Shadows Thief (Rival) Equipment:
• Jaws: Brawl; Damage 8; Critical 3; Range (Engaged).
2 3 2 3 2 2 • Spined hide: 1 defense, +3 soak.
Brawn Agility Intellect Cunning Willpower Presence Source: SotC p. 224

Soak Value w. Threshold M/r Defense Steed (Rival)


2 10 2 2
3 3 1 1 2 1
Power Level: c 4, p 1, g 4 Brawn Agility Intellect Cunning Willpower Presence

Skills: Athletics 2 (ll), Coordination 1 (lkk), Melee Soak Value w. Threshold M/r Defense
1 (lk), Perception 2 (llk), Skulduggery 3 (lll), 4 15 0 0
Stealth 3 (lll).
Power Level: c 3, p 1, g 1
Talents:
• None. Skills: Athletics 1 (lkk), Brawl 2 (llk), Coordina-
tion 1 (lkk).
Abilities:
• Natural Thief: Once per session, may reroll one Talents:
Skulduggery or Stealth check. • None.
• Poof!: Once per encounter may make an opposes Abilities:
Stealth versus Vigilance check against an opponent • Encumbrance Capacity 12.
within short range to vanish from the encounter; • Silhouette 2
must reappear at long range of that opponent at the • Trained Mount 1: Adds j to a character's Riding
start of this character's next turn. checks while mounted on steed.
Equipment: Equipment:
• Monoblade: Melee; Damage 5; Critical 3; Range • Kick: Brawl; Damage 7; Critical 4; Range (Engaged);
(Medium); Pierce 4; Disorient 2, Knockdown.
• Set of customer stealth xxx: 2 defense Source: SotC p. 151
• Cloak with dimensional satchel (page 153), thieves'
tools.
Syndicate Insider (Rival)
Source: SotC p. 232
2 3 2 3 2 2
Snufflegator (Nemesis) Brawn Agility Intellect Cunning Willpower Presence

5 2 1 2 1 2 Soak Value w. Threshold M/r Defense

Brawn Agility Intellect Cunning Willpower Presence


2 10 2 2
Soak Value w. Threshold S. Threshold M/r Defense Power Level: c 3, p 4, g 3
7 28 20 1 1 Skills: Coercion 2 (ll), Cool 2 (ll), Deception 3
(lll), Negotiation 3 (llk), Perception 2 (llk),
Power Level: c 9, p 1, g 1
Ranged 1 (lkk), Vigilance 2 (ll).
Skills: Athletics 2 (llkkk), Brawl 3 (lllkk).
Talents:
Talents: • Adversary 1: Upgrade difficulty of all combat checks
• Adversary 2: Upgrade difficulty of all combat checks against this target once.
against this target twice.
Abilities:
Abilities: • Dangerous Connections: May spend aaa or t
• Æmberspines: A character may make a Hard from a social skill check they make targeting a PC
(kkk) Survival check to extract one Æmber per s to move one Story Point from the player pool to the
and two Æmber per t spent from a freshly defeated GM pool.
snufflegator's spines.
Equipment:
• Crushing Bit: May spend t from a successful Brawl
• Custom zapper: Ranged; Damage 7; Critical 2;
check to increase the base damage of its jaws to 14.
Range (Short).
• Bespoke clothing: +2 soak.
• Array of communication devices, 4d100 Æmbits.
Source: SotC p. 235

Adversaries anthology
GENESYS 51
Territorial Scout (Rival) ry Point to replace the result with an Agonizing
Wound.
3 3 2 3 2 2 • Silhouette 2.
Brawn Agility Intellect Cunning Willpower Presence • Terrifying Aura: At the start of an encounter, all op-
ponents must make an upgraded Hard (lkk) fear
Soak Value w. Threshold M/r Defense
check as an out-of-turn incidental, as per page 243
4 12 0 1 of the Genesys Core Rulebook; if there are multi-
ple sources of fear in the encounter, the opponents
Power Level: c 6, p 2, g 4
only make on fear check against the most fearsome
Skills: Brawl 3 (lll), Melee 3 (lll), Survival 2 enemy.
(llk), Vigilance 2 (ll).
Equipment:
Talents: • Blade of Despair: Melee; Damage 9; Critical 2; Range
• Forager: Remove up to jj from checks to find (Engaged); Burn 6, Sunder
food, water, or shelter; finding these items requires • Corrupted armor: 1 defense, +3 soak.
half the usual time. • Æmber imprint-shards.
Abilities: Source: SotC p. 245
• Never Alone: May spend aaa or t on checks Timehog (Rival)
this character makes to determine Initiative to have
one additional scout appear at long range; this new 3 2 1 3 2 1
scout also makes a check to determine Initiative. Brawn Agility Intellect Cunning Willpower Presence
Equipment: Soak Value w. Threshold M/r Defense
• Hyper-collimated photon beamer: Ranged; Dam- 4 10 2 0
age 7; Critical 4; Range (Extreme); Pierce 2.
• Survival gear, collapsible telescope. Power Level: c 3, p 1, g 2
Source: SotC p. 239
Skills: Brawl 2 (llkk), Perception 1 (lkk), Sur-
The Terror (Nemesis) vival 2 (llk), Vigilance 2 (ll).
Talents:
4 4 3 5 5 3
• Durable 2: Reduce Critical Injury results suffered by
Brawn Agility Intellect Cunning Willpower Presence
20, to a minimum of 01.
Soak Value w. Threshold S. Threshold M/r Defense
Abilities:
7 24 16 1 1
• Artificial: Does not need to breathe, eat, or drink,
Power Level: c 12, p -, g 7 and can survive in vacuum and underwater; im-
mune to poisons and toxins.
Motivations: Unknown.
• Chronal Absorption: For every round that passes
Skills: Coercion 4 (llllk), Deception 3 in an encounter featuring a timehog, an hour passes
(lllkk), Discipline 4 (llllk), Medicine 3 outside of the encounter.
(lll), Melee 4 (llll), Perception 3 (lllkk), • Eating Time: As an action, may make an opposed
Vigilance 4 (llllk). Survival versus Discipline check targeting one
Talents: character at short range; if successful, the time-
• Adversary 2: Upgrade difficulty of all combat checks hog may perform one additional maneuver during
against this target twice. its turns for the remainder of the encounter with-
out suffering strain (it still may only perform two
Abilities: maneuvers during its turn); the target loses its free
• Dark Sight: Can see in the absence of light without maneuver during its turn for the remainder of the
penalty. encounter.
• Demon.
Equipment:
• Cruel Empathy: When a character within short
• Tusks: Brawl; Damage 4; Critical 3; Range (En-
ranged makes a check that generates d, the Terror
gaged); Vicious 1.
removes 1 strain. Source: SotC p. 225
• For the Pain: When a non-demon within short
range suffers a Critical Injury, may spend a Sto-

Adversaries anthology
52 GENESYS
Tolas (Minion) Trashcrab (Minion)
3 2 1 3 2 1 2 3 1 3 1 1
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Soak Value w. Threshold M/r Defense
4 10 2 0 4 5 2 0
Power Level: c 3, p 1, g 1 Power Level: c 3, p 1, g 1
Skills (group only): Brawl, Stealth Skills (group only): Brawl, Ranged, Stealth
Talents: Talents:
• None. • None.
Abilities: Abilities:
• Artificial: Does not need to breathe, eat, or drink, • Aquatic: May breathe underwater and never suffers
and can survive in vacuum and underwater; im- movement penalties for traveling through water.
mune to poisons and toxins. • River's Embrace: May spend t from a check tar-
• Critical Numbers: Adds a to combat checks if there geting a character who is engaged with a body of
are two or more minions in the minion group. water make that character fall in.
• Scamper: When making a check to determine Ini- Equipment:
tiative, may spend aa to upgrade the difficulty • Claws: Brawl; Damage 4; Critical 3; Range (En-
of combat checks made targeting them in the first gaged); Linked 1.
round once.
• Waterjet: Ranged; Damage 5; Critical 4; Ranged
Equipment: (Short); Concussive 1, Stun Damage.
• Claws and teeth: Brawl; Damage 3; Critical 2; Range • Æmber encrusted shell: +2 soak.
(Engaged); Pierce 3. Source: SotC p. 225
Source: SotC p. 225
Troubadour (Minion)
Troll (Nemesis)
2 2 2 2 2 3
5 2 2 2 2 1 Brawn Agility Intellect Cunning Willpower Presence
Brawn Agility Intellect Cunning Willpower Presence
Soak Value w. Threshold M/r Defense
Soak Value w. Threshold S. Threshold M/r Defense 2 4 0 0
5 21 15 0 0
Power Level: c 2, p 2, g 1
Power Level: c 7, p 2, g 1
Skills (group only): Brawl, Charm, Cool, Coordina-
Skills: Athletics 3 (lllkk), Brawl 3 (lllkk), tion, Deception
Melee 3 (lllkk), Survival 1 (lk).
Talents:
Talents: • None.
• Adversary 1: Upgrade difficulty of all combat checks
Abilities:
against this target once.
• Soothing Melody: Once per encounter, may make
Abilities: an Average (kk) Charm or Coordination check;
• Regeneration: At the beginning of their turn, this if successful, characters in the encounter remove 1
character heals 3 wounds. strain per s and t his character adds j to social
• Silhouette 2. skill checks they make until the end of the encounter.
• Tough to Convince: When another character targets Equipment:
this character with an opposed social skill check, the • Customized musical instrument, books of poetry,
difficulty is set by this character's Brawn instead of journals.
the usual characteristic. Source: SotC p. 225
Equipment:
• Two hammer: Melee; Damage 7; Critical 4; Range
(Engaged); Concussive 1, Knockdown.
Source: SotC p. 232

Adversaries anthology
GENESYS 53
Urchin (Minion) Vorgan Hunter (Nemesis)
2 3 2 3 1 1 4 3 3 3 3 2
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Soak Value w. Threshold S. Threshold M/r Defense
2 3 0 0 5 21 15 0 0
Power Level: c 1, p 1, g 2 Power Level: c 11, p 4, g 5
Skills (group only): Charm, Knowledge (Crucible), Skills: Knowledge (Æmber) 3 (lll), Knowl-
Knowledge (Culture), Melee, Perception, Skuldug- edge (Crucible) 4 (lllk), Knowledge (Science) 4
gery, Stealth, Streetwise (lllk), Melee 3 (lllk), Negotiation 3 (llk),
Talents: Ranged 3 (lll), Survival 3 (lll).
• Unremarkable: Add f to checks made to pick a bu- Talents:
reaucrat out of a crowd. • Adversary 2: Upgrade difficulty of all combat checks
Abilities: against this target twice.
• • Sharp Tongue 2: May reduce the number of a they
must spend to inflict a critical remark in a social en-
Equipment: counter by 2 to a minimum of one a.
• Improvised byperblade: Melee; Damage 4; Critical
Abilities:
1; Range (Engaged); Inaccurate 1.
• Dark Sight: Can see in the absence of light without
• Mismatched clothing, pack of stolen goods.
penalty.
Source: SotC p. 235
• Silhouette 2.
Vect Dealmaker (Rival) • Tail Smash: After making a successful melee combat
check, may spend t to inflict one hit dealing 6 dam-
2 2 3 3 3 3 age on one engaged character.
Brawn Agility Intellect Cunning Willpower Presence
Equipment:
Soak Value w. Threshold M/r Defense
• Piezo-staff melee profile: Melee; Damage 8; Critical
2 10 0 0 3; Range (Engaged); Stun Damage.
• Piezo-staff ranged profile: Ranged; Damage 10;
Power Level: c 1, p 5, g 3
Critical 4; Range (Medium); Stun Damage.
Skills: Charm 4, Computers 2, Cool 1, Knowledge • Bone plating: +3 soak.
(Culture) 3, Negotiation 4, Vigilance 2.
• Databooks, cache of Æmber crystals, bag of chewing
Talents: grubroots
• None. Source: SotC p. 240

Abilities:
• Friends Help Friends: Once per encounter as an ac-
tion, may select a target within short range and one
ally within medium range; the ally can make one im-
mediate combat check against the target as an out-
of-turn incidental.
• Useful Advice: Once per session as an out-of-turn
incidental, may spend a Story Point to allow one ally
in the encounter to reroll a failed check.
Equipment:
• Hands-free comm device, several encrypted digital
tablets.
Source: SotC p. 212

Adversaries anthology
54 GENESYS
Witch of the Eye (Nemesis) • Bag of nepenthe seeds, assorted Æmber-imbued
items, first aid kit.
2 2 3 3 4 4 Source: SotC p. 215

Brawn Agility Intellect Cunning Willpower Presence Witch of the Wilds (Nemesis)
Soak Value w. Threshold S. Threshold M/r Defense
3 16 22 1 1 2 4 4 3 3 3
Brawn Agility Intellect Cunning Willpower Presence

Power Level: c 5, p 6, g 6 Soak Value w. Threshold S. Threshold M/r Defense


Skills: Æmbercraft 3 (lllk), Charm 1 (lkkk), 4 12 18 1 1
Discipline 3 (lllk), Knowledge (All) 4 (lllk),
Medicine 2 (llk), Ranged 2 (ll), Survival 4 Power Level: c 2, p 7, g 3
(lllk). Skills: Æmbercraft 3 (lll), Athletics 2 (lk), Knowl-
Talents: edge (Æmber) 3 (lllk), Knowledge (Crucible) 3
(lllk), Perception 2 (llk), Ranged 3 (lllk),
• Adversary 2: Upgrade difficulty of all combat checks
Stealth 2 (llkk), Survival 3 (lll).
against this target twice.
• Heightened Awareness: Allies withing short range Talents:
add j to Perception and Vigilance checks, engaged • Adversary 2: Upgrade difficulty of all combat checks
allies add jj instead. against this target twice.
Abilities: • One With Nature: may make a Simple (-) Survival
check to recover strain at the end of an encounter.
• Nepenthe Expert: Once per encounter as an action,
instead of using its normal effects may ingest a ne- • Swift: Does not suffer penalties for moving through
penthe seed to either remove 5 strain or ignore the difficult terrain.
effects of the next failed fear check. Abilities:
Æffects: • Ease of the Wilds: When a character within short
• Cleansing: As a maneuver or as part of an action us- range of this character removes strain at the end of
ing this Æffect may deplete this Æffect to remove all an encounter, that character and this character both
poisons, toxins, and similar afflictions from them- remove two additional strain.
self or their target; if used as a maneuver, this power • Hybrid Physiology: In the wilds, does not need to
targets one character within short range. make Survival checks to find acceptable food, water,
• Find: May use the effect to locate a particular crea- or shelter.
ture or object at a very great distance, potentially Æffects:
any where on the Crucible. The target must be a • Wall of Thorns: May make a Hard (kkk) Æmber-
being, object, or creature that the Witch personal- craft check to have a hedge of dense thornbushes
ly encountered before. This power gives them an of silhouette 2 sprout from the ground at medium
unerring sense of the direction and distance to the range; this counts as difficult terrain and inflicts 2
target while they are using the power, but not of any strain on all who cross through it.
intervening obstacles, their surroundings, or other • Weight of the Forest: Choose a target at medium
details. If the target does not want to be found (or range and make a Hard (kkk) Æmbercraft check
if someone intentionally hid the object), this should to disorient that target until the end of the encoun-
require an opposed Æmbercraft check versus the ter.
target's Discipline or Stealth. The process of suing
the power generally take too long to occur during Equipment:
structure gameplay. • Poxbug slingshot: Ranged; Damage 6; Critical 2;
• Flare: As a maneuver, may use this Æffect o release Range (Medium); Blast 4, Disorient 2.
a blinding flash of psychic light, disorienting all en- • Garb of natural fibers: 1 defense, +2 soak.
emy characters within medium range for one round • Satchel filled with assorted pieces of Æmber.
and inflicting one strain on each of them. Source: SotC p. 240

Equipment:
• Æmbersap wand: Discipline; Damage 5; Critical 4;
Range (Medium); Ensnare 2, Stun 4
• World tree leaf garb: 1 defense, +1 soak.

Adversaries anthology
GENESYS 55
Ximilpix (Nemesis) Knowledge (Æmber) versus Discipline check tar-
geting a sentient being within short range to stagger
2 5 3 4 5 4 the target until the end of their next turn.
Brawn Agility Intellect Cunning Willpower Presence Equipment:
Soak Value w. Threshold S. Threshold M/r Defense • Æmber dagger: Melee; Damage 5; Critical 4; Range
4 12 20 2 2 (Engaged); Breach 1.
• Several Æmber icons, bedroll, religious icons, writ-
Power Level: c 11, p 10, g 8 ing supplies.
Source: SotC p. 240
Motivations: Desire (Obscurity), Fear (Fame), Strength
(Fearless), Flaw (Tired).
Skills: Coercion 3 (lllkk), Cool 4 (llll), Dis-
cipline 4 (llllk), Gunnery 3 (lllkk), Knowl-
edge (Crucible) 3 (lll), Leadership 3 (lllk),
Perception 4 (llll), Ranged 4 (llllk), Survival
2 (llkk), Vigilance 4 (llllk).
Talents:
• Adversary 3: Upgrade difficulty of all combat checks
against this target three times.
• Quick Draw: May draw or holster an easily accessi-
ble weapon or item as an incidental.
Abilities:
• The Legend: When making a skill check, may spend
a Story Point to treat aa as t.
• Silhouette 0.
• Veteran of a Thousand Battles: When Ximilpix
makes a check to determine Initiative order, a on
the check counts as s.
Equipment:
• Ancient ray pistol: Ranged; Damage 7; Critical 3;
Range (Medium); Auto-fire, Pierce 3.
• Battered uniform: 2 defense, +2 soak.
Source: SotC p. 245

Zealous Hermit (Rival)


2 2 3 2 3 3
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


2 9 1 0
Power Level: c 3, p 3, g 4
Skills: Cool 2 (llk), Discipline 3 (llk), Knowl-
edge (Æmber) 3 (lll), Melee 2 (ll), Perception 2
(ll), Survival 3 (llk).
Talents:
• Heightened Awareness: Allies within short range
add j to their Perception and Vigilance checks; al-
lies at engaged range add jj instead.
Abilities:
• Philosophical Paradox: May make an opposed

Adversaries anthology
56 GENESYS
SCIENCE FICTION Adonis and Eve Pleasure Bioroid (Rival)
3 3 2 1 1 4
Aaron Marron (Nemesis) Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


4 2 2 4 2 4 5 10 0 0
Brawn Agility Intellect Cunning Willpower Presence
Power Level: c 2, p 5, g 3
Soak Value w. Threshold S. Threshold M/r Defense
4 17 12 0 0 Skills: Charm 4 (llll), Cool 4 (llll),
Coordination 2 (llk), Deception 3 (lkk),
Power Level: c 7, p 5, g 4 Knowledge (Society) 3 (llk), Perception 2 (lkk).
Skills: Athletics 2 (llkk), Cool 2 (llkk), Talents:
Coercion 4 (llll), Leadership 3 (lllk), • Natural: Once per session, may reroll any one
Melee 4 (llkk), Ranged (Light) 3 (llk), Charm or Cool check.
Streetwise 4 (llll), Vigilance 2 (ll). Abilities:
Talents: • Bioroid: Does not need to breathe, eat, or drink; can sur-
• Field Commander: May make an Average (kk) vive in vacuum and underwater; is immune to poisons
Leadership check as an action; if successful, up to and toxins; and cannot knowingly endanger humans.
4 allies may immediately suffer 1 strain to perform Equipment:
one maneuver out of turn. • Fuzzy restraints.
• Quick Draw: Once per round, this character may Source: SotB p. 236
draw or holster a weapon or item as an incidental.
Anarch Troublemaker (Rival)
Abilities:
• Bad Rep: When another character fails a check tar- 2 3 3 3 1 3
geting this character, that character suffers 2 strain. Brawn Agility Intellect Cunning Willpower Presence
• Charismatic Menace: Allies within short range add Soak Value w. Threshold M/r Defense
a to checks they make; opponents within short 2 10 0 0
range add h to checks they make.
Power Level: c 2, p 2, g 7
Equipment:
• Custom Six-shooter: Ranged (Light); Damage 7; Skills: Athletics 3 (llk),
Critical 2; Range (Medium); Accurate 1. Computers (Hacking) 2 (llk), Cool 4 (lllk),
• Pocket plasma knife: Melee; Damage 8; Critical 2; Knowledge (The Net) 2 (llk),
Range (Engaged); Burn 1, Prepare 1, Sunder. Skulduggery 4 (lllk), Streetwise 3 (lll),
Vigilance 1 (l).
• Sleeveless shirt, bandannas, silver crossed pistols on chain
Source: RMC #1 Talents:
Adam Industrial Labor Bioroid (Minion) • Distinctive Style: May add sshh to any Com-
puters (Hacking) check before rolling; hh trigger
4 3 2 1 1 1 the I Know You! result in Table 3-2 on SotB page 130.
Brawn Agility Intellect Cunning Willpower Presence Abilities:
Soak Value w. Threshold M/r Defense • Burn It Down: This character adds aa to the re-
6 6 0 0 sults of checks they make targeting authority figures.
Equipment:
Power Level: c 2, p 1, g 1
• Fletcher Pistol: Ranged (Light); Damage 4; Critical
Skills: Athletics, Mechanics. 2; Range (Medium); Pierce 2, Vicious 2.
Talents: • Molotov Cocktail: Ranged (Light); Damage 7; Crit-
• None. ical 4; Range (Short); Blast 7, Burn 3.
Abilities: • Skulljack, Portable Terminal with Crypsis (SotB p.
• Bioroid: Does not need to breathe, eat, or drink; can sur- 137)-protected by Hadrian's Wall (SotB p. 133).
Source: SotB p. 237
vive in vacuum and underwater; is immune to poisons
and toxins; and cannot knowingly endanger humans.
Equipment:
• None.
Source: SotB p. 236
Adversaries anthology
GENESYS 57
Ares Combat Bioroid (Nemesis) Talents:
• Adversary 1: Upgrade difficulty of all combat checks
5 4 3 3 1 1 against this target once.
Brawn Agility Intellect Cunning Willpower Presence • Natural: Once per session may reroll one Coercion
Soak Value w. Threshold S. Threshold M/r Defense
or Negotiation check.
10 25 15 0 0 Abilities:
• Full Weight of the Law: When making a Coercion
Power Level: c 15, p 3, g 4
check to inflict strain during a social encounter, in-
Skills: Brawl 4 (llllk), Coercion 5 (llllk), flict 2 additional strain.
Coordination 2 (llkk), Discipline 3 (lkk),
Equipment:
Gunnery 4 (llll), Survival 3 (lllkk),
Vigilance 3 (lkk). • Concealed Stun Baton: Melee; Damage 4; Critical
5; Range (Engaged); Disorient 3, Stun Damage.
Talents:
• Legal PAD, expensive suit.
• Adversary 2: Upgrade difficulty of all combat checks Source: SotB p. 228
against this target twice.
• Grenadier: When making a combat check using a
Bernice Mai (Nemesis)
weapon with the Blast quality; may spend one Story
Point to trigger Blast instead of spending a (even
2 2 3 3 3 2
Brawn Agility Intellect Cunning Willpower Presence
if the attack misses); in addition, treats grenades as
having a range of medium. Soak Value w. Threshold S. Threshold M/r Defense
Abilities: 2 9 14 0 0
• Combat Bioroid: Does not need to breathe, eat, or Power Level: c 1, p 3, g 9
drink; can survive in vacuum and underwater; is Skills: Cool 4 (llkk),
immune to poisons and toxins. Computers (Hacking) 2 (llk),
• Enhanced Auto-Bracing: Using the Auto-fire quali- Computers (Sysops) 5 (lllkk),
ty does not increase the difficulty of combat checks; Knowledge (Society) 4 (lllk),
each time the Ares triggers and additional hit, it suf- Knowledge (The Net) 4 (llkk),
fers 1 strain. Perception 3 (lll), Streetwise 3 (lll),
Equipment: Vigilance 3 (lll).
• Integrated Rotary Cannon: Gunnery; Damage 10; Talents:
Critical 3; Range (Long); Auto-fire. • Nethunter: When this character successfully traces
or another charater during a Network encounter, they
• Integrated Heavy Gauss Rifle: Gunnery; Damage gain one additional trace.
10; Critical 2; Range (Extreme); Breach 1, Slow-fir- • Snare: Once per session, may spend an action and
ing 1. make a Hard (kkk) Computer (Sysops) check; if
• Integrated Micro-missile Launcher: Gunnery; successful, once before end of the current Network
Damage 12; Critical 4; Range (Long); Blast 10, Guid- encounter; the GM may spend a Story Point to force
ed 3, Limited Ammo 3. one character in the Network encounter to make a
• Armored Fist: Brawl; Damage 8; Critical 4; Range Daunting (kkkk) Vigilance check as an incidental;
(Engaged); Concussive 1, Knockdown, Sunder. if they fail, they are staggered until the end of their
Source: SotB p. 240 next turn, plus one additiona turn per hh.
Assistant District Attorney (Rival) Abilities:
• All Seeing Eye: If this character has access to a
2 1 3 3 2 3 server, increase the strength of all sentry ice on that
Brawn Agility Intellect Cunning Willpower Presence server by 2.
Soak Value w. Threshold M/r Defense • Datasniffers: May spend hhh or d from any
2 10 0 0 character's check to have this character learn their
present location.
Power Level: c 1, p 4, g 3
Equipment:
Skills: Charm 2 (llk), Coercion 3 (llk),
• High-end encrypted rig with voice and haptic con-
Cool 2 (llk), Deception 1 (lkk),
trols, business suit
Knowledge (Society) 2 (llk), Melee 2 (ll), Source: RMC #2
Negotiation 3 (lll), Perception 2 (llk).

Adversaries anthology
58 GENESYS
Camdrone (Minion) Abilities:
• Apparent Precognition: Once per encounter when
1 3 1 1 1 1 making a combat check, may use Discipline and
Brawn Agility Intellect Cunning Willpower Presence Willpower instead of the normal skill and charac-
teristic.
Soak Value w. Threshold M/r Defense
• Psychic: As a maneuver may make and Average
1 2 0 2
(kk) Vigilance check to learn the surface thoughts
Power Level: c 1, p 1, g 1 of all other characters in medium range.
Skills: Perception, Vigilance. • Nisei Line: As an action, may make a Hard (kkk)
Discipline check targeting one character within me-
Talents:
dium range. If successful, this character learns the
• None. target's Strength, Flaw, Fear, and Desire motivations
Abilities: and all current goals (in addition to other informa-
• Early Warning: Adds j to its operator's checks to tion at the GM's discretion).
determine Initiative. Equipment:
• Flyer: Can fly; see the Flying sidebar on page 100 of • Synap Pistol: Ranged (Light); Damage 5; Critical 6;
the Genesys Core Rulebook. Range (Short); Disorient 4, Stun 3, Stun Damage.
• Mechanical: Does not need to breathe, eat, or drink, • Trenchcoat, NAPD badge, restraints.
and can survive in vacuum and underwater; is im- Source: SotB p. 171
mune to poisons and toxins.
• Silhouette 0.
Civic Brigadier (Minion)
• Telepresence: Can operate independently, or can be 3 2 2 2 2 2
controlled directly by an operator via wireless link; Brawn Agility Intellect Cunning Willpower Presence
if being controlled, the camdrone counts as having
ranks in any skill equal to the controller's ranks in Soak Value w. Threshold M/r Defense
that skill. 3 4 0 0
Equipment: Power Level: c 2, p 1, g 1
• None. Skills: Athletics, Driving, Knowledge (Society), Me-
Source: SotB p. 233 chanics, Melee
Talents:
Caprice Nisei (Nemesis) • None.
2 3 4 2 5 4 Abilities:
Brawn Agility Intellect Cunning Willpower Presence • Community Volunteer: May use Knowledge (So-
ciety) instead of Charm, Coercion, Or negotiation
Soak Value w. Threshold S. Threshold M/r Defense
during social interactions with undercity residents.
2 14 18 4 4
Equipment:
Power Level: c 6, p 8, g 5
• Titanium Shovel: Melee; Damage 5; Critical 4;
Skills: Computers (Sysops) 2 (llkk), Range (Engaged); Stun 2.
Deception 2 (ll), Discipline 4 (llllk), • Hard Hat: +1 melee defense.
Knowledge (Science) 2 (llkk), • PAD, toolkit
Knowledge (Society) 2 (llkk), Perception 2 (ll), Source: SotB p. 218
Ranged (Light) 1 (lkk), Streetwise 1 (lk),
Vigilance 4 (llllk).
Talents:
• Adversary 2: Upgrade difficulty of all combat checks
against this target twice.
• Probing Question: If this character knows her op-
ponent's Flaw or Fear and inflicts strain on them us-
ing a social skill, the opponent suffers 3 additional
strain.

Adversaries anthology
GENESYS 59
Club Owner (Nemesis) • Telepresence: Can operate independently, or can be
controlled directly by an operator via wireless link;
2 2 3 3 2 5 if being controlled, the combat drone counts as hav-
Brawn Agility Intellect Cunning Willpower Presence
ing ranks in any skill equal to the controller's ranks
in that skill.
Soak Value w. Threshold S. Threshold M/r Defense
2 12 16 0 0 Equipment:
• Light Fletcher: Ranged (Light); Damage 4; Critical
Power Level: c 2, p 7, g 4 2; Range (Medium); Pierce 2.
Skills: Charm 3 (lllkk), Cool 3 (lllkk), Source: SotB p. 233
Deception 2 (llk), Knowledge (Society) 2 (llk), Combat Drone (Rival)
Perception 3 (lllkk), Streetwise 3 (lll),
Vigilance 2 (ll). 1 3 1 1 1 1
Talents: Brawn Agility Intellect Cunning Willpower Presence
• Clever Retort: Once per encounter, may add hh to Soak Value w. Threshold M/r Defense
another character's social skill check. 4 10 0 1
• Customer Service: Experience 3: After making a
Charm check, may suffer up to 3 strain to cancel an Power Level: c 4, p 1, g 1
equal amount of h.
Skills: Coordination 1 (lkk), Perception 2 (lk),
Abilities: Ranged (Light) 1 (lkk), Vigilance 2 (lk).
• Threat of Ban: While in club owner's establishment, Talents:
may spend h from checks targeting club owner to
• None.
have character making the check suffer 2 strain in-
stead of 1. Abilities:
Equipment: • Flyer: Can fly; see page 100.
• Stun Baton: Melee; Damage 4; Critical 5; Range • Mechanical: Does not need to breathe, eat, or drink,
(Engaged); Disorient 3, Stun Damage. and can survive in vacuum and underwater; im-
mune to poisons and toxins.
• PAD, bouncers.
Source: SotB p. 219 • Telepresence: Can operate independently, or can be
controlled directly by an operator via wireless link; if
Combat Drone (Minion) being controlled, the combat drone counts as having
ranks in a skill equal to the controller’s ranks in that
1 3 1 1 1 1 skill.
Brawn Agility Intellect Cunning Willpower Presence
Equipment:
Soak Value w. Threshold M/r Defense
• Rapid-fire Flechette Gun: Ranged (Light); Damage
3 5 0 2 4; Critical 2; Range (Medium); Auto-fire, Pierce 2,
Power Level: c 2, p 1, g 1 Vicious 2.
Source: GCRB p. 178
Skills: Perception, Ranged (Light).
Talents:
• None.
Abilities:
• Flyer: Can fly; see the Flying sidebar on page 100 of
the Genesys Core Rulebook.
• Focus Fire: When making a combat check, add a
to the results for every other character in the minion
group.
• Mechanical: Does not need to breathe, eat, or drink,
and can survive in vacuum and underwater; is im-
mune to poisons and toxins.
• Silhouette 0.

Adversaries anthology
60 GENESYS
Corporate Bioroids (Rival) Corporate Sysop (Rival)
3 1 3 2 2 2 1 1 3 2 2 3
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Soak Value w. Threshold M/r Defense
5 10 0 0 1 9 0 0
Power Level: c 1, p 2, g 3 Power Level: c 1, p 2, g 2
Skills: Charm 2 (ll), Computers (Sysops) 2 (llk), Skills: Computers (Sysops) 2 (llk),
Knowledge (Society) 2 (llk), Negotiation 2 (ll), Knowledge (The Net) 2 (llk), Mechanics 1 (lkk),
Perception 2 (ll), Vigilance 2 (ll). Perception 1 (lk), Vigilance 2 (ll).
Talents: Talents:
• None. • None.
Abilities: Abilities:
• Bioroid: Does not need to breathe, eat, or drink; can • Reinforce: As a maneuver, may increase the strength
survive in vacuum and underwater; is immune to of one active piece of ice by 1 until the end of the
poisons and toxins; and cannot knowingly endanger corporate sysop's next turn.
humans. Equipment:
• Office Drone: When this character makes a social • PAD, corporate ID, snacks.
skill check, they add ah to the result. Source: SotB p. 225
Equipment: Criminal Runner (Nemesis)
• Corporate PAD.
Source: SotB p. 236 2 3 3 4 2 2
Corporate Manager (Rival) Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense


2 2 3 2 2 3 2 14 16 0 0
Brawn Agility Intellect Cunning Willpower Presence
Power Level: c 5, p 3, g 7
Soak Value w. Threshold M/r Defense
2 9 0 0 Skills: Computers (Hacking) 4 (lllk),
Computers (Sysops) 2 (llk), Cool 3 (llk),
Power Level: c 1, p 3, g 2 Deception 3 (lllk), Knowledge (The Net) 2 (llk),
Skills: Charm 1 (lkk), Computers (Sysops) 1 (lkk), Ranged (Light) 2 (llk), Skulduggery 3 (lllk),
Deception 2 (ll), Knowledge (Society) 1 (lkk), Streetwise 3 (lllk), Vigilance 2 (ll).
Leadership 3 (lll), Negotiation 2 (llk), Talents:
Perception 2 (ll). • Adversary 1: Upgrade difficulty of all combat checks
Talents: against this target once.
• None. • Distinctive Style: May add sshh to any Com-
Abilities: puters (Hacking) checks before rolling; hh triggers
the I Know You! option in Table 3-2 SotB page 130.
• Corporate Oversight: When performing the assist
maneuver, add shh to the result instead of add- Abilities:
ing j. • Direct Access: When jacking in from within the
Equipment: same building as the target server, automatically suc-
ceeds when making an access system check.
• Smartsuit, PAD
Source: SotB p. 224 Equipment:
• Submachine Gun: Ranged (Light); Damage 5; Crit-
ical 3; Range (Medium); Auto-fire
• Skulljack, fake IDs.
• Portable Rig with Femme Fatale (SotB p. 137) and
Corroder (SotB p. 136)-protected by Shinobi (SotB
p. 135)
Source: SotB p. 221

Adversaries anthology
GENESYS 61
Cyberdog (Rival) • Stun Baton: Melee; Damage 5; Critical 5; Range
(Engaged); Disorient 3, Stun Damage.
3 2 1 3 1 2 • Concealed Buckyweave Clothing: 1 defense, +1 soak.
Brawn Agility Intellect Cunning Willpower Presence • Sub-dermal armor, enhanced reflexes, cybernetic
Soak Value w. Threshold M/r Defense
lungs, 2 snap locks, PAD full of warrants.
Source: SotB p. 230
4 8 0 0
Desai Tutor Clone (Nemesis)
Power Level: c 3, p 1, g 2
Skills: Athletics 2 (llk), Brawl 2 (llk), 2 2 4 2 3 2
Perception 2 (llk), Vigilance 2 (lk). Brawn Agility Intellect Cunning Willpower Presence

Talents: Soak Value w. Threshold S. Threshold M/r Defense


• None. 2 12 16 0 0
Abilities: Power Level: c 1, p 4, g 5
• Cybereyes: May see in infrared and may remove up Skills: Charm 3 (llk), Coordination 2 (ll),
to jj added to this character's check due to dark- Discipline 3 (lll), Knowledge (Science) 3 (lllk),
ness. Knowledge (Society) 3 (lllk), Leadership 3 (llk),
• Silhouette 0. Medicine 3 (lllk).
• Takedown: As an action, may make an Average
Talents:
(kk) Athletics check targeting one engaged oppo-
• Adversary 1: Upgrade difficulty of all combat checks
nent; if successful, target is knocked prone, suffers 4
against this target once.
strain, and may not stand from prone during their
next turn. Abilities:
Equipment: • Expert Instruction: When this character performs
the assist maneuver, upgrade the ability of the check
• Electrified Metal Jaws: Brawl; Damage 6; Critical 3;
once instead of adding j.
Range (Engaged); Stun 4.
Source: SotB p. 226 Equipment:
Cybermod Bounty Hunter (Nemesis) • Bonsai tree, instructor's holodisplay with full suite
of lessons.
3 2 2 4 2 1 Source: ADS #8

Brawn Agility Intellect Cunning Willpower Presence Diesel Bro (Minion)


Soak Value w. Threshold S. Threshold M/r Defense
5 16 11 1 1 3 2 1 2 1 2
Brawn Agility Intellect Cunning Willpower Presence
Power Level: c 7, p 2, g 5
Soak Value w. Threshold M/r Defense
Skills: Athletics 4 (lllk), Cool 2 (lk), 3 6 0 0
Coordination 1 (lk), Deception 3 (lllk),
Melee 3 (lll), Ranged (Heavy) 4 (llkk), Power Level: c 2, p 1, g 1
Perception 3 (lllk), Streetwise 3 (lllk), Skills: Athletics, Brawl, Coercion, Melee.
Stealth 3 (llk), Vigilance 2 (ll). Talents:
Talents: • Berserk: As an incidental, until the end of the en-
• Adversary 1: Upgrade difficulty of all combat checks counter, may add saa to all melee combat
against this target once. checks, but cannot make Ranged attacks; enemies
• Hamstring Shot: Once per round, may perform a add s to all combat checks targeting a diesel bro or
ranged combat check against one non-vehicle target group; when this talent is used, suffer 6 strain at end
within range; on a success, halve the damage inflict- of encounter.
ed (before applying soak); the target is immobilized Abilities:
until the end of its next turn. • None.
Abilities: Equipment:
• None. • Baseball bat: Melee; Damage 5; Critical 3; Range
Equipment: (Engaged); Disorient 2.
• Shotgun Loaded with Stun Rounds: Ranged • Diesel can, PAD
(Heavy); Damage 8; Critical 3; Range (Short); Source: SotB p. 219
Knockdown, Stun Damage.

Adversaries anthology
62 GENESYS
Disenfrancisto (Minion) Skills: Coercion 5 (llllk), Cool 1 (lk),
Discipline 4 (llll), Deception 2 (llkkk),
2 2 2 3 2 1 Leadership 2 (ll), Negotiation 2 (ll),
Brawn Agility Intellect Cunning Willpower Presence
Perception 3 (lllkk), Streetwise 3 (lllkk).
Soak Value w. Threshold M/r Defense Talents:
2 5 1 1 • Second Wind 4: Once per encounter, this character
may heal 4 strain as an incidental.
Power Level: c 1, p 1, g 2
Abilities:
Skills: Melee, Resilience, Streetwise, Survival, Vigilance
• Better to Be Feared: May spend hh from an op-
Talents: ponent's check to give that opponent the Fear (Eliz-
• None. abeth Mills) Motivation until the end of the session
Abilities: in addition to their other motivations. This charac-
ter always knows when other characters have the
• None.
Fear (Elizabeth Mills) Motivation.
Equipment: • That's a Nice Home You Have There: Once per
• Utility Knife: Melee; Damage 3; Critical 4; Range encounter, may make an opposed Coercion versus
(Engaged). Vigilance check targeting one other character in the
• Backpack of personal goods. current encounter; if successful, the target suffers 2
Source: SotB p. 219 strain per s; may spend aa to affect one addi-
Disenfrancisto Survivalist (Rival) tional character in the current encounter and have
them suffer and equal amount of strain, and spend
3 2 2 3 3 2 t to stagger one affected target until the end of this
Brawn Agility Intellect Cunning Willpower Presence
character's next turn.

Soak Value w. Threshold M/r Defense Equipment:


3 12 1 1 • Smart business suit, PAD loaded with contact infor-
mation for "freelance contractors".
Power Level: c 3, p 2, g 4 Source: RMC #5
Skills: Athletics 2 (llk), Discipline 2 (llk),
Mechanics 3 (llk), Medicine 2 (llk),
Melee 1 (lkk), Perception 3 (lll),
Ranged (Light) 3 (llk), Streetwise 2 (llk),
Survival 2 (llk), Vigilance 1 (lkk).
Talents:
• Battlefield Medicine 1: Before making a medicine
check, may use this talent to add s to the results;
after the check is resolved, the target suffers 2 strain.
Abilities:
• None.
Equipment:
• Hand Cannon: Ranged (Light); Damage 7; Critical
3; Range (Medium), Inaccurate 1, Limited Ammo 4.
• Backpack full of supplies, medical kit, rope, flash-
light
Source: SotB p. 220

Elizabeth Mills (Nemesis)


2 2 3 5 4 2
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense


2 12 14 0 0
Power Level: c 2, p 8, g 6

Adversaries anthology
GENESYS 63
EMS First Responder (Rival) • Skin Suit: 2 defense, +2 soak, +2 wound threshold.
• Up to four drones of various types
2 2 3 2 3 2 • Encrypted suit rig with BMI with Corroder (SotB p.
Brawn Agility Intellect Cunning Willpower Presence 136) and Crypsis (SotB p 137)-protected by Archer
Soak Value w. Threshold M/r Defense
(SotB p. 134) and Ice Wall (SotB p. 134).
Source: SotB p. 230
2 11 1 1
Exosuit Trooper (Rival)
Power Level: c 2, p 2, g 3
Skills: Athletics 1 (lk), 4 3 2 2 2 2
Knowledge (Science) 2 (llk), Medicine 3 (lll), Brawn Agility Intellect Cunning Willpower Presence
Perception 1 (lk), Piloting 3 (llk).
Soak Value w. Threshold M/r Defense
Talents: 6 16 1 1
• Combat Medicine 2: Before making a Medicine
check, may use this talent to add ss to the results; Power Level: c 1, p 2, g 4
after this check is resolved, the target suffers 4 strain. Skills: Athletics 2 (llkk), Brawl 2 (llkk),
Abilities: Discipline 1 (lk), Ranged Heavy 2 (llk),
• None. Ranged (Light) 2 (llk), Vigilance 1 (lk).
Equipment: Talents:
• Synap Pistol: Ranged (Light); Damage 5; Critical 6; • None.
Range (Short); Disorient 4, Stun 3, Stun Damage. Abilities:
• Medkit, medical scanner PAD, 2 slap-patches. • None.
Source: SotB p. 228
Equipment:
EWS Raider (Nemesis) • Portable Laser Cannon: Ranged (Heavy); Damage
10; Critical 3; Range (Long); Accurate 1, Burn 1,
3 3 4 3 3 2 Cumbersome 4.
Brawn Agility Intellect Cunning Willpower Presence
• Laser Pistol: Ranged (Light); Damage 6; Critical 3;
Soak Value w. Threshold S. Threshold M/r Defense Range (Short); Accurate 1, Burn 1.
5 16 18 2 2 • Exosuit Fists: Brawl; Damage 6; Critical 4; Range
Power Level: c 8, p 2, g 7 (Engaged); Disorient 3, Knockdown.
• Exosuit: +1 defense, +2 soak, +1 Brawn, +4 wound
Skills: Computers (Hacking) 3 (lllk),
threshold; allows wearer to operate underwater and
Computers (Sysops) 3 (lllk), Gunnery 2 (llk),
in vacuum for up to 1 hour.
Knowledge (The Net) 3 (lllk),
Source: GCRB p. 178
Perception 2 (llk), Piloting 2 (llk),
Ranged (Light) 2 (llk), Stealth 2 (llk),
Survival 2 (llk).
Talents:
• Adversary 2: Upgrade difficulty of all combat checks
against this target twice.
• Drone Master: This character may control up to
two drone rivals or a minion group of four drone
minions; may spend a maneuver to allow each rival
or minion group under their control to perform an
action and a maneuver during this character's turn.
Abilities:
• Pit Trap Programs: May make an opposed Com-
puters (Hacking) versus Computers (Sysops) check
targeting another user on a system; if successful,
that user is staggered for one round per s.
Equipment:
• Laser Pistol: Ranged (Light); Damage 6; Critical 3;
Range (Short); Accurate 1, Burn 1.

Adversaries anthology
64 GENESYS
Field Anchor (Rival) Equipment:
• Synap Pistol: Ranged (Light); Damage 5; Critical 6;
2 2 2 3 1 3 Range (Short); Disorient 4, Stun 3, Stun Damage.
Brawn Agility Intellect Cunning Willpower Presence • Badge, rosary
Source: SotB p. 153
Soak Value w. Threshold M/r Defense
2 11 0 0 Gabriel "El Lobo" Santiago (Nemesis)
Power Level: c 1, p 4, g 3 4 2 2 4 4 3
Skills: Charm 3 (lll), Coercion 2 (lk), Brawn Agility Intellect Cunning Willpower Presence
Cool 4 (lllk), Deception 2 (llk), Soak Value w. Threshold S. Threshold M/r Defense
Knowledge (Society) 2 (ll), Vigilance 3 (lkk).
5 16 13 0 0
Talents:
Power Level: c 7 p 3, g 5
• Clever Retort: Once per encounter as an out-of-
turn incidental, may add hh to a target's social Skills: Athletics 2 (llkk), Brawl 2 (llkk),
skill check. Charm 4 (lllk),
Computers (Hacking) 3 (llk),
Abilities:
Deception 5 (llllk),
• Leading Question: Once per encounter, may spend Knowledge (Society) 1 (lk), Perception 3 (lllk),
a Story Point to learn one Motivation of any one oth- Ranged (Light) 3 (llk), Streetwise 5 (llllk),
er character in the encounter. Vigilance 1 (lllk).
Equipment: Talents:
• Light "Bulletproof " Undervest: +1 soak • Adversary 2: Upgrade difficulty of all combat checks
• Camdrone, PAD, satellite uplink system, cheap and against this target twice.
stain-resistant suit. • Laugh It Off: When this character is targeted by a
Source: SotB p. 225
social skill check, they may spend hhh or d to
Floyd 2X3A7C (Nemesis) reduce any strain the check inflicts by 5, then cause
their opponent to suffer strain equal to the amount
4 2 4 2 3 2 reduced.
Brawn Agility Intellect Cunning Willpower Presence • Lucky Strike: After making a successful combat
Soak Value w. Threshold S. Threshold M/r Defense check, may spend a Story Point to add 4 damage to
5 18 14 1 0 one hit

Power Level: c 6, p 3, g 4 Abilities:


• Direct Access: When jacking in from within the
Skills: Charm 2 (ll), Computers (Sysops) 2 (llkk), same building as the target server, automatically
Knowledge (Science) 2 (llkk), Negotiation 2 (ll), succeeds when making an access system check.
Perception 3 (llk), Ranged (Light) 4 (llkk),
• Contingency Plan: During any encounter this
Streetwise 2 (llkk), Vigilance 2 (llk).
character or allies may spend a Story Point when
Talents: an opponent would learn their location or identity
• Adversary 2: Upgrade difficulty of all combat checks instead.
against this target twice. Equipment:
• Good Cop 2: May spend aa from a Charm or • Laser Pistol: Ranged (Light); Damage 6; Critical 3;
Negotiation check to upgrade the ability of a single Range (Short); Accurate 1, Burn 1.
ally's subsequent social check targeting the same
• Reinforced Suit: +1 soak
character twice.
• Cybernetic arm, cybernetic eye
Abilities: • Desperado custom rig with Battering Ram, Femme
• Bioroid: Does not need to breathe, eat, or drink; can Fatale, and Remore (pages 136-138 SotB)-may
survive in vacuum and underwater; is immune to spend a Story Point to disconnect from any system
poisons and toxins; and cannot knowingly endanger as an out-of-turn incidental.
humans. Source: RMC #7
• Non-Lethal Apprehension: Only needs to spend a
to trigger Disorient, Knockdown, and Stun qualities.

Adversaries anthology
GENESYS 65
G-Mod Bodyguard (Rival) their maneuver to maove farther away; if they fail
with h, they must also downgrade their action to
3 3 2 1 1 3 an additional maneuver to move even farther away.
Brawn Agility Intellect Cunning Willpower Presence
If you're using the fear rules found on page 243 of
the Genesys Core Rulebook, this can be a fear check
Soak Value w. Threshold M/r Defense instead.
4 14 0 0
Equipment:
Power Level: c 4, p 2, g 2 • Distended Jaws And Oversized Claws: Brawl;
Skills: Brawl 2 (llk), Cool 2 (llk), Damage 12; Critical 4; Range (Engaged); Ensare,
Medicine 1 (lk), Piloting 2 (llk), Sunder.
Ranged (Light) 2 (llk), Vigilance 3 (lkk). Source: SotB p. 227

Talents: Hacker (Nemesis)


• Body Guard 1: Once per round, may perform the
Body Guard maneuver to guard an engaged target; 1 1 4 3 2 2
suffer 1 strain to upgrade the difficulty of all combat Brawn Agility Intellect Cunning Willpower Presence
checks targeting that character once until the end of Soak Value w. Threshold S. Threshold M/r Defense
this character's next turn. 1 11 16 0 0
Abilities:
• Enhanced Strength: May suffer 1 strain to add s to Power Level: c 1, p 2, g 4
Athletics or Brawl checks. Skills: Cool 3 (llk), Computers 2 (llkk),
Equipment: Mechanics 1 (lkkk), Piloting 2 (lk).
• Synap Pistol: Ranged (Light); Damage 5; Critical 6; Talents:
Range (Short); Disorient 4, Stun 3, Stun Damage. • Adversary 1: Upgrade difficulty of all combat checks
• Stun-knuckles: Brawl; Damage 4; Critical 4; Range against this target once.
(Engaged); Stun 3. • Defensive Sysops: When defending a computer sys-
• Concealed Light Armor Weave: +1 soak. tem against intrusion, add jj to opponents’ checks.
• Sunglasses with HUD, 1 slap-patch. • Distinctive Style: Before making a Computers check
Source: SotB p. 231 to hack a system, use this talent to add sshh to
G-Modstrocity (Nemesis) the results.
Abilities:
5 2 1 4 1 1 • None
Brawn Agility Intellect Cunning Willpower Presence
Equipment:
Soak Value w. Threshold S. Threshold M/r Defense • Custom computer terminal, energy drinks.
7 25 15 0 0 Source: GCRB p. 178

Power Level: c 9, p 1, g 2
Skills: Brawl 1 (lkkkk), Vigilance 2 (lk).
Talents:
• Adversary 2: Upgrade difficulty of all combat checks
against this target twice.
• Indomitable: Once per encounter when incapac-
itated, may spend a Story Point to use this talent;
then, this character is no longer incapacitated (and
cannot become incapacitate) until the end of their
next turn.
Abilities:
• Bone-Chilling Roar: Once per encounter, may suf-
fer 3 strain and spend a maneuver to force all other
character within long range (or within earshot) to
make a Daunting (kkkk) Discipline check as an
out-of-turn incidental. If they fail, they must use

Adversaries anthology
66 GENESYS
Hellion (Rival) Human First Extremist (Minion)
1 4 1 3 1 1 2 2 2 2 1 2
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Soak Value w. Threshold M/r Defense
3 9 2 2 3 5 0 0
Power Level: c 5, p 1, g 5 Power Level: c 2, p 1, g 1
Skills: Brawl 3 (lkk), Cool 4 (lkkk), Skills: Coercion, Melee, Vigilance.
Coordination 2 (llkk), Perception 2 (llk), Talents:
Stealth 5 (llllk), Vigilance 4 (lkkk).
• None.
Talents:
Abilities:
• None.
• Mob Mentality: Add j to all checks this character
Abilities: makes if part of a group of three or more minions.
• Mechanical: Does not need to breathe, eat, or drink, Equipment:
and can survive in vacuum and underwater; im-
• Sledgehammer: Melee; Damage 6; Critical 4; Range
mune to poisons and toxins.
(Engaged); Knockdown.
• Impressively Flexible: May spend a Story Point to
• Durable clothing: +1 soak.
gain access to a formerly secure room or other lo- Source: SotB p. 237
cation through a previously unnoticed vent shaft,
slightly open window, or similar entry point. Humanity Labor Rep (Rival)
• Catlike: May make a maneuver to move normally
up and down vertical surfaces, across ropes, and 2 2 2 3 1 3
over otherwise impassable structures. Brawn Agility Intellect Cunning Willpower Presence

• Silhouette 0. Soak Value w. Threshold M/r Defense


Equipment: 2 12 0 0
• Titanium claw: Brawl; Damage 3; Critical 2; Range Power Level: c 1, p 3, g 1
(Engaged); Pierce 3, Sunder. Skills: Charm 2 (llk), Coercion 2 (lk),
Source: SotB p. 240
Negotiation 2 (llk), Streetwise 2 (llk).
Henry Labor Clone (Minion) Talents:
2 • Scathing Tirade: Use this talent to make an Aver-
4 2 2 1 1 age (kk) Coercion check; for each s, one opponent
Brawn Agility Intellect Cunning Willpower Presence
within short range suffers 1 strain; for each a, one
Soak Value w. Threshold M/r Defense affected opponent suffers 1 additional strain.
5 7 0 0 Abilities:
Power Level: c 2, p 1, g 1 • Rile Them Up: Once per encounter, may make an
Skills: Athletics, Mechanics, Resilience. Average (kk) Charm check targeting a group of by-
standers or other neutral NPCs at medium range; if
Talents: the check is successful, one of the bystanders (plus
• None. one per additional s) becomes a Human First Ex-
Abilities: tremist; these NPCs for a single minion group and
• Air Filter Implant: Immune to inhaled poisons and join the ongoing encounter. These NPCs may have
toxins. been regular people convinced by the rep or they
may have been members of Human First all along.
Equipment:
• Durable Clothing: +1 Soak. Equipment:
Source: ADS #11 • PAD.
Source: SotB p. 237

Adversaries anthology
GENESYS 67
Hunter-Killer Drone (Rival) • They're All Over Me!: Enemies who start their turn
engaged with this character lose their free maneu-
2 2 1 1 1 1 ver.
Brawn Agility Intellect Cunning Willpower Presence Equipment:
Soak Value w. Threshold M/r Defense • Bite: Brawl; Damage 3; Critical 4; Range (Engaged);
4 15 0 1 Knockdown, Vicious 2, gains Pierce 2 against prone
targets.
Power Level: c 5, p 1, g 1 Source: SotB p. 227
Skills: Coordination 1 (lk), Perception 2 (lk), Inez Delgado (Nemesis)
Gunnery 1 (lk), Vigilance 2 (lk).
Talents: 3 2 4 4 2 2
• None. Brawn Agility Intellect Cunning Willpower Presence

Abilities: Soak Value w. Threshold S. Threshold M/r Defense


• Flyer: Can fly; see the Flying sidebar on page 100 of 4 15 16 0 0
the Genesys Core Rulebook. Power Level: c 5, p 2, g 9
• Mechanical: Does not need to breathe, eat, or drink,
Skills: Athletics 1 (lkk),
and can survive in vacuum and underwater; is im-
Computers (Hacking) 3 (lllk),
mune to poisons and toxins.
Computers (Sysops) 3 (lllk),
• Telepresence: Can operate independently, or can be Deception 2 (llkk),
controlled directly by an operator via wireless link; Knowledge (The Net) 3 (lllk),
if being controlled, the camdrone counts as having Knowledge (Society) 3 (lllk),
ranks in any skill equal to the controller's ranks in Perception 2 (llkk), Ranged (Light) 2 (ll),
that skill. Skulduggery 2 (llkk), Streetwise 3 (lllk),
Equipment: Vigilance 2 (ll).
• Light Machine Gun: Gunnery; Damage 10; Critical Talents:
3; Range (Long); Auto-fire. • Adversary 1: Upgrade difficulty of all combat checks
• Micro-missile pod: Gunnery; Damage 12; Critical against this target once.
4; Range (Long); Blast 10, Guided 3, Limited Ammo • Determined Hunter: After successfully tracing an-
6. other character during a Network encounter, gains
or one additional trace..
• Armor-piercing Missiles: Gunnery; Damage 20; • Improved Defensive Sysops: When defending a
Critical 2; Range (Extreme); Breach 2, Guided 4, computer system against intrusion, add fh to op-
Limited Ammo 2. ponents' checks.
Source: SotB p. 234
Abilities:
Hyperrat Swarm (Rival) • Personalized Icebreaker Suit: Always considered to
have a strength 4 icebreaker that can affect barriers,
1 3 1 2 1 1 sentries, and code gates. If break ice action fails, may
Brawn Agility Intellect Cunning Willpower Presence
spend aaaa or t to not suffer any effects of
Soak Value w. Threshold M/r Defense failing to break ice.
1 30 1 1 Equipment:
Power Level: c 3, p 1, g 1 • Pistol: Ranged (Light); Damage 6, Critical 3; Range
Skills: Brawl 3 (lkk), Coordination 2 (llk), (Medium).
Stealth 1 (lkk), Resilience 3 (lkk), • Reinforced Uniform: +1 soak.
Survival 3 (llk). • PAD, customized cyber rig, NAPD badge
Source: SotB p. 175
Talents:
• None.
Abilities:
• Swarm: Halve the damage dealt to this character before
applying soak, unless the weapon has the Blast or Burn
quality (regardless of whether the quality is activated).

Adversaries anthology
68 GENESYS
Jackson Howard (Nemesis) spend an action to make a Hard (kkk) Knowledge
(The Net) check; if successful, opponents must up-
2 2 3 2 3 5 grade the difficulty of checks made on the system for
Brawn Agility Intellect Cunning Willpower Presence
the rest of the encounter twice, and allies must up-
grade the difficulty of checks made on the system for
Soak Value w. Threshold S. Threshold M/r Defense the rest of the encounter once.
5 10 19 0 0 • Boosted Intellect: May suffer 1 strain to add s to
any Intellect-based check.
Power Level: c 1, p 10, g 3
• Virus Suite: When performing the burn system ac-
Skills: Charm 5 (lllll), Cool 4 (llllk), tion, reduce difficulty of check by 2, and damage the
Knowledge (Society) 3 (lll), system one additional step for every additional s
Leadership 3 (lllkk), Negotiation 4 (llllk), (instead of ss).
Vigilance 2 (llk).
Equipment:
Talents: • Light Pistol: Ranged (Light); Damage 5; Critical 4;
• Laugh It Off: When this character is targeted by a so- Range (Short).
cial skill check, they may spend hhh or d to reduce • Turntable portable console with Corroder and Yog.0
any strain the check inflicts by 5, then cause their op- (pages 136-138 of SotB)-protected by Archer and Ice
ponent to suffer strain equal to the amount reduced. Wall (page 134 of SotB).
Abilities: Source: RMC #10
• Flattery Gets You Everywhere: If t his character Kati Jones (Nemesis)
knows an opponent's Strength Motivation, when
this character inflicts strain on the opponent, the 2 4 2 3 3 2
opponent suffers 3 additional strain. Brawn Agility Intellect Cunning Willpower Presence
• Nice Guy: After targeting this character with a Co- Soak Value w. Threshold S. Threshold M/r Defense
ercion or Deception check, if the check generated
2 12 14 0 0
uncancelled h, double the amount of h generated.
Power Level: c 3, p 2, g 6
Equipment:
• Colorful but tasteful suit, wrist-PAD with link to NBN Skills: Athletics 1 (lk), Coordination 2 (llkk),
mainframe, prototype smart toy, perfect white teeth. Computers (Sysops) 3 (llk), Driving 4 (llll),
Source: RMC #9 Knowledge (Society) 2 (ll), Perception 2 (llk),
Piloting 4 (llll), Stealth 1 (lkkk),
Ji "Noise" Reilly (Nemesis) Streetwise 2 (llk), Vigilance 2 (llk).
2 2 4 3 1 2 Talents:
Brawn Agility Intellect Cunning Willpower Presence • Adversary 1: Upgrade difficulty of all combat checks
against this target once.
Soak Value w. Threshold S. Threshold M/r Defense
• Determined Driver: When driving or piloting a ve-
2 13 13 0 0
hicle, may spend a Story Point to have the vehicle
Power Level: c 2, p 2, g 8 heal 4 system strain.
• Offensive Driving: When driving or piloting, may
Skills: Computers (Hacking) 4 (llll),
make an opposed Driving or Piloting versus Driv-
Computers (Sysops) 1 (lkkk), Cool 2 (ll),
ing or Piloting check versus the driver or pilot of one
Deception 3 (lll), Operating 2 (llkk),
other vehicle in medium range. If successful, roll two
Resilience 3 (llk).
Critical Hit results, choose one to apply to this char-
Talents: acter's vehicle and one to the target vehicle. t adds
• Burn Through: After making a successful check to +20 to one result, d adds +20 to both results.
override a piece of ice, may suffer 3 strain to attempt Abilities:
to override a second piece of ice on the same system
• Max Throttle: When piloting or driving a vehicle,
as an incidental.
its max speed is increased by 1.
• Net Warrior: When using a BMI, may make an
opposed Computers (Hacking) versus Computers Equipment:
(Sysops) check targeting one character accessing the • Flight suit, leather jacket, custom hopper (use lux-
system; the target suffers 1 strain per s, and if they ury hopper profile (page 113 SotB) with encum-
are uising a BMI, they also suffer 1 swound per s. brance capacity 40, hopperbike.
Source: SotB p. 184
Abilities:
• Causing Chaos: During a Network encounter, may
Adversaries anthology
GENESYS 69
Liberty Society Rep (Rival) Equipment:
• Monocam eyepiece, sharp outfit, and sardonic demeanor
1 1 3 3 2 3 Source: SotB p. 165
Brawn Agility Intellect Cunning Willpower Presence Lívia Teixeira (Nemesis)
Soak Value w. Threshold M/r Defense
1 9 0 0 3 3 2 4 4 2
Brawn Agility Intellect Cunning Willpower Presence
Power Level: c 1, p 3, g 3
Soak Value w. Threshold S. Threshold M/r Defense
Skills: Charm 2 (llk), Cool 1 (lkk), 4 18 14 0 0
Knowledge (Science) 2 (llk),
Knowledge (Society) 3 (lll), Negotiation 3 (lll), Skills: Athletics 2 (llk), Brawl 4 (lllk),
Streetwise 1 (lkk). Coercion 4 (llll), Cool 2 (ll),
Discipline 4 (llll),
Talents:
Knowledge (Society) 3 (llk), Leadership 3 (llk),
• Clever Retort: Once per encounter as an out-of- Perception 2 (llkk), Ranged (Heavy) 4 (lllk),
turn incidental, may add hh to a target's social Ranged (Light) 4 (lllk), Resilience 2 (llk),
skill check. Streetwise 5 (llllk), Vigilance 2 (llkk).
Abilities: Talents:
• None. • Adversary 3: Upgrade difficulty of all combat checks
Equipment: against this target three times.
• Legal PAD. • Deadeye: After inflicting a Critical Injury and rolling
Source: SotB p. 238 the result, may suffer 2 strain to select any Critical In-
Lily Lockwell (Nemesis) jury of the same severity to apply to the target instead.
Abilities:
2 2 3 3 2 4 • Los Scorpiones Boss: May spend a maneuver to
Brawn Agility Intellect Cunning Willpower Presence direct all Los Scorpiones characters in the current
Soak Value w. Threshold S. Threshold M/r Defense encounter; each may immediately perform a free
2 12 20 0 0 maneuver or add s to the results of their next check.
• Extreme G-modded Physique: Before making an
Power Level: c 2, p 7, g 4 Athletics, Brawl, Melee, or Resilience check, may
Skills: Charm 4 (llll), Cool 3 (lllk), suffer 1 strain to add ss to the results.
Deception 2 (llk), Knowledge (Society) 3 (lll), Equipment:
Leadership 1 (lkkk), Perception 3 (lll),
• Skorpios Stalker V Pistol: Ranged (Light); Damage
Streetwise 2 (llk), Vigilance 3 (llk).
4; Critical 2; Range (Medium); Guided 2, Pierce 4,
Talents: Vicious 2.
• Adversary 1: Upgrade difficulty of all combat checks • Skorpios Stalker V Rifle: Ranged (Heavy); Damage
against this target once. 4; Critical 2; Range (Extreme); Guided 3, Pierce 4,
• Probing Question: If this character knows her op- Vicious 2.
ponent's Flaw or Fear and inflicts strain on them us- • 4 Monofilament grenades: Ranged (Light); Dam-
ing a social skill, the opponent suffers 3 additional age 7; Critical 3; Range (Short); Blast 7, Limited
strain. Ammo 1, Vicious 2.
• Ruinous Repartee: Once per encounter, may make • G-modded fists and feet: Brawl: Damage 5; Crit-
an opposed Charm versus Discipline check target- ical 3; Range (Engaged); Disorient 1, Knockdown,
ing one opponent within earshot. If successful, op- Sunder.
ponent suffers 8 strain plus 1 per s and this charac- • Trenchcoat with hidden pockets and holsters: +1 soak.
ter heals an equal amount of strain. • Cocktail dress.
Abilities: Source: UC
• Famous: Once per encounter, may spend a Story
Point to force one opponent with earshot to make
a Hard (kkk) Discipline check as an out-of-turn
incidental. If they fail they must fulfill one of this
character's requests, such as let them past a check-
point, stop attacking them, etc.

Adversaries anthology
70 GENESYS
Loonie Revolutionary (Rival) Maintenance Drone (Rival)
1 1 3 3 2 3 3 1 1 1 1 1
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Soak Value w. Threshold M/r Defense
1 9 0 0 5 8 0 0
Power Level: c 3, p 3, g 2 Power Level: c 2, p 1, g 1
Skills: Cool 2 (llk), Leadership 3 (lll), Skills: Athletics 3 (lkk), Mechanics 3 (lkk).
Perception 2 (llk), Ranged (Heavy)2 (lk), Talents:
Skulduggery 1 (lkk).
• None.
Talents:
Abilities:
• Inspiring Rhetoric: May make an Average (kk)
• Mechanical: Does not need to breathe, eat, or drink,
Leadership check as an action; for each s the check
and can survive in vacuum and underwater; is im-
generates, one ally within short range heals 1 strain;
mune to poisons and toxins.
for each a, one ally benefiting from Inspiring Rhet-
oric heals 1 additional strain. Equipment:
Abilities: • Manipulator Arms: Brawl; Damage 4; Critical 6;
Range (Engaged); Inaccurate 1.
• None.
• Integrated construction and repair tools.
Equipment: Source: SotB p. 234
• Scavenged Industrial Laser Rifle: Ranged (Heavy);
Damage 8; Critical 3; Range (Medium); Burn 1, In-
Melange Overseer (Rival)
ferior. 4 2 2 2 2 1
• Armored Space Suit: +2 soak. Brawn Agility Intellect Cunning Willpower Presence
Source: SotB p. 238
Soak Value w. Threshold M/r Defense
Los Scorpiones Cascares (Minion) 6 12 0 0
3 2 2 2 2 1 Power Level: c 5, p 2, g 2
Brawn Agility Intellect Cunning Willpower Presence Skills: Brawl 2 (llkk), Coercion 3 (llk),
Soak Value w. Threshold M/r Defense Driving 2 (ll), Knowledge (Science) 1 (lk),
4 7 0 0 Leadership 3 (lkk), Mechanics 2 (ll),
Perception 2 (ll), Ranged (Light) 1 (lk).
Power Level: c 3, p 1, g 1
Talents:
Skills: Coercion Melee, Ranged (Light), Streetwise,
• Adversary 1: Upgrade difficulty of all combat checks
Vigilance.
against this target once.
Talents:
Abilities:
• None.
• Lunar Off-Roading: Add jj to any Driving or
Abilities: Survival checks made on the lunar surface.
• None. Equipment:
Equipment: • Retrofitted strength-augmenting gauntlet: Brawl;
• Armor-piercing Submachine Gun: Ranged (Light); Damage 7; Critical 4; Range (Engaged); Concussive
Damage 5; Critical 3; Ranged (Medium); Auto-fire, 1, Knockdown.
Pierce 2. • Laser Pistol: Ranged (Light); Damage 6; Critical 3;
• Machete: Melee; Damage 6; Critical 3; Range (En- Range (Short); Accurate 1, Burn 1.
gaged); Vicious 1. • Reinforced Mining Space Suit: +2 soak
• Aviator glasses. • Lunar megarover, PAD
Source: SotB p. 222 Source: SotB p. 225

Adversaries anthology
GENESYS 71
Megacorp Exec (Nemesis) Mercenary Vet (Nemesis)
2 2 3 3 4 5 4 4 3 3 3 2
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense Soak Value w. Threshold S. Threshold M/r Defense
2 12 18 0 0 6 16 14 0 0
Power Level: c 2, p 11, g 4 Power Level: c 9, p 3, g 3
Skills: Charm 3 (lllkk), Cool 3 (lllkk), De- Skills: Athletics 1 (lkkk), Cool 1 (lk),
ception 4 (lllk), Discipline 2 (llkk), Melee 3 (lllk), Ranged (Heavy) 3 (lllk),
Leadership 4 (llllk), Negotiation 4 (llllk), Ranged (Light) 2 (llkk), Stealth 2 (llkk),
Perception 3 (lll), Vigilance 3 (lllk). Survival 3 (lll), Vigilance 3 (lll).
Talents: Talents:
• Adversary 1: Upgrade difficulty of all combat checks • Adversary 2: Upgrade difficulty of all combat checks
against this target once. against this target twice.
• Proper Upbringing 2: When making a social skill • Quick Draw: Once per round on this character's
check in the company of fellow corporate employ- turn, may draw or holster an easily accessible weap-
ees, may suffer 2 strain to add aa to the check. on or item as an incidental.
Abilities: • Rapid Reaction 2: Suffer up to 2 strain to add an
• Let's Make a Deal: If this character knows an op- equal number of s to Vigilance or Cool checks
ponent's Desire Motivation, when this character in- made to determine Initiative order.
flicts strain on the opponent, the opponent suffers 4 Abilities:
additional strain. • None.
• Ominous Reputation: When an opponent targets Equipment:
this character with a check, the opponent suffers 2
• Bullpup carbine: Ranged (Heavy); Damage 7; Criti-
strain.
cal 3; Range (Medium); Accurate 1, Auto-fire.
Equipment: • 2 Monofilament Grenades: Ranged (Light); Dam-
• Expensive suit with built-in PAD, credstick with un- age 7; Critical 3; Range (Short); Blast 7, Limited
lmited funds, teacup giraffe, personal assistant. Ammo 1, Vicious 1.
Source: SotB p. 226 • Custom Combat Knife: Melee; Damage 6; Critical
2; Range (Engaged); Vicious 2.
• Light Body Armor: +2 soak.
Source: SotB p. 231

Adversaries anthology
72 GENESYS
Miguel Moreno (Nemesis) Monica Singh (Nemesis)
2 2 3 3 2 4 2 4 4 5 4 3
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense Soak Value w. Threshold S. Threshold M/r Defense
4 14 18 0 0 3 16 16 1 1
Skills: Charm 5 (llllk), Cool 1 (lkkk),
Power Level: c 9, p 6, g 8
Deception 4 (lllk), Leadership 3 (lllk),
Negotiation 4 (llll), Perception 1 (lkkk), Skills: Coordination 3 (lllk), Cool 5 (lllkk),
Ranged (Light) 2 (ll), Streetwise 2 (llk), Deception 4 (llllk), Melee 2 (ll),
Vigilance 1 (lkkk). Ranged (Light) 4 (llll),
Skulduggery 4 (llllk), Stealth 5 (llllk),
Talents:
Vigilance 1 (lkkk).
• Adversary 1: Upgrade difficulty of all combat checks
against this target three once. Talents:
• Laugh It Off: When this character is targeted by a • Adversary 2: Upgrade difficulty of all combat checks
social skill check, they may spend hhh or d to against this target twice.
reduce any strain the check inflicts by 5, then cause • Unremarkable: Other characters add f to any checks
their opponent to suffer strain equal to the amount made to find or identify this character in a crowd
reduced. Abilities:
Abilities: • And Just Like That...: May spend hhh or d from
• Fallen Figure of Faith: When making a social skill checks made by enemy characters in the current en-
check to inflict strain, inflicts 2 additional strain, counter to hide of blend into the crowd; enemies must
unless target knows this character's Fear or Flaw make a successful opposed Perception or Vigilance
motivations. versus Stealth check to locate this character until she
makes a combat check or otherwise reveals herself.
Equipment:
• Quiet Killer: May use Stealth instead of Melee or Brawl
• Snub Pistol: Ranged (Light); Damage 6; Critical 3;
when making combat checks against unaware targets.
Range (Short); Inaccurate 1.
• Priest's robes, rosary, silver case of Lo-Fi capsules, Equipment:
personal Bible with snub-pistol-shaped hollow • Fletcher pistol with razor ammo: Ranged (Light); Dam-
space inside. age 4; Critical 2; Range (Medium); Pierce 4, Vicious 3.
Source: UC • Monomolecular Stiletto: Melee; Damage 2; Critical
2; Range (Engaged); Pierce 5, Vicious 3.
• Concealed buckyweave armor: +1 soak, 1 defense
• One-way comm device
Source: RMC #13

Adversaries anthology
GENESYS 73
Mr. Li (Nemesis) Mr. Stone (Nemesis)
2 2 3 3 4 4 3 2 2 3 3 2
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense Soak Value w. Threshold S. Threshold M/r Defense
2 14 14 0 0 4 15 15 0 0
Power Level: c 4, p 11, g 6 Power Level: c 11, p 4, g 7
Skills: Charm 3 (lllk), Coercion 4 (llll), Skills: Athletics 3 (lll), Coercion 4 (lllk),
Cool 3 (lllk), Discipline 3 (lllk), Discipline 3 (lll), Melee 4 (lllk),
Knowledge (Society) 4 (lllk), Perception 3 (lll), Driving 3 (llk),
Leadership 4 (llll), Negotiation 5 (llllk), Ranged (Light) 5 (llkkk),
Perception 3 (lll), Streetwise 4 (lllk), Ranged (Heavy) 5 (llkkk),
Vigilance 3 (lllk). Skulduggery 4 (lllk), Stealth 4 (llkk),
Talents: Streetwise 4 (lllk), Vigilance 3 (lll).
• Adversary 2: Upgrade difficulty of all combat checks Talents:
against this target twice. • Adversary 3: Upgrade difficulty of all combat checks
• Improved Field Commander: May make an Average against this target three times.
(kk) Leadership check as an action; if successful, up • Dual Wielder: Once per round this character may
to 8 allies may immediately suffer 1 strain to perform spend a maneuver to decrease the difficulty of the
one maneuver out of turn; spend t to allow one ally next combined combat check they make by one.
to spend 1 strain to perform an action instead. • Quick Draw: Once per round, this character may
Abilities: draw or holster a weapon or item as an incidental.
• ...They Pull You Back In: After calling in a favor, Abilities:
this character may make an opposed Coercion ver- • Cold Killer: Once per encounter when this charac-
sus Discipline check; if successful the target still ter incapacitates a target, they may force all allies of
owes this character a favor; t means the target now the target to make an Average (kk) Discipline check
owes a favor of one magnitude great than before. as an out-of-turn incidental. If they fail, they lose
• Unflappable: When targeted by a social skill check their free maneuver during their next turn; if you're
that inflicts strain, reduce the strain suffered by 2 to using the fear rules (page 243 CRB), this counts as a
a minimum of 1. fear check, and other effects may apply as well.
Equipment: • Prepared Battlefield: Once per session, when an-
• Concealed Laser Pistol: Ranged (Light); Damage 5; other character activates, as an out-of-turn inciden-
Critical 3; Range (Short); Accurate 1, Burn 1, Lim- tal may spend a Story Point to knock that character
ited Ammo 2. and any characters engaged with them prone and
inflict three wounds and three strain on them.
• Expensive suit, numerous members of 14k, smug expression
Source: RMC #14 Equipment:
• Twin pistols with supercharger ammo: Ranged
(Light); Damage 6; Critical 3; Range (Medium);
Pierce 2.
• Scoped Gauss Rifle: Ranged (Heavy); Damage 10;
Critical 2, Range (Extreme); Cumbersome 3, Pierce
5, Slow-Firing 1, reduce difficulty of combat checks
made at long and extreme range by 1
• Suit with reinforced fiber weave: +1 soak
• Camdrone, PAD, credstick with untraceable fund account
Source: RMC #15

Adversaries anthology
74 GENESYS
NAPD Detective (Rival) NAPD Patrol Officer (Minion)
2 2 3 3 2 2 2 3 2 1 2 2
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Soak Value w. Threshold M/r Defense
2 14 0 0 4 4 0 0
Power Level: c 2, p 4, g 4 Power Level: c 3, p 1, g 1
Skills: Charm 3 (llk), Coercion 3 (llk), Skills: Athletics, Coercion, Leadership, Melee, Ranged
Cool 2 (ll), Knowledge (Science) 2 (llk), (Light), Vigilance.
Perception 3 (lll), Ranged (Light) 2 (ll), Talents:
Vigilance 3 (llk).
• None.
Talents:
Abilities:
• Good and Bad Cop: May spend aa from Charm,
• Lawful Authority: Add s to the results of any so-
Coercion, Deception, or Negotiation check to up-
cial skill checks made when interacting with resi-
grade the ability of an ally's social skill check target-
dents of New Angeles.
ing the same character once.
Equipment:
Abilities:
• HHI M-3 Pistol: Ranged (Light); Damage 5; Criti-
• Lawful Authority: Add s to the results of any so-
cal 4; Range (Medium); as an incidental may choose
cial skill checks made when interacting with resi-
to apply one of the following qualities before mak-
dents of New Angeles.
ing an attack: Blast 4, Pierce 2, Stun Damage.
Equipment: • Stun Baton: Melee; Damage 5; Critical 5; Range
• HHI M-3 Pistol: Ranged (Light); Damage 5; Criti- (Engaged); Disorient 3, Stun Damage.
cal 4; Range (Medium); as an incidental may choose • Reinforced Uniform: +1 soak.
to apply one of the following qualities before mak- • NAPD PAD, 4 snap locks.
ing an attack: Blast 4, Pierce 2, Stun Damage. Source: SotB p. 229
• 2 snap locks, pocket flask, NAPD PAD.
Source: SotB p. 229

NAPD Hachi-Inu K8 Unit (Rival)


2 3 1 3 2 2
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


3 10 1 1
Power Level: c 3, p 1, g 3
Skills: Brawl 3 (llk), Discipline 1 (lk),
Perception 4 (lllk), Resilience 2 (ll),
Survival 3 (lll).
Talents:
• None.
Abilities:
• None.
Equipment:
• Fangs and Bite: Brawl; Damage 5; Critical 4; Range
(Engaged); Knockdown, Stun 5.
Source: SotB p. 229

Adversaries anthology
GENESYS 75
NAPD Riot Police (Minion) • HHI SP-10 Shotgun: Ranged (Heavy); Damage
8; Critical 3; Range (Short); as an incidental may
4 2 2 1 2 2 choose to apply one of the following qualities before
Brawn Agility Intellect Cunning Willpower Presence
making an attack: Blast 5, Knockdown, Stun Dam-
age, Vicious 2. c 6
Soak Value w. Threshold M/r Defense
• Backup Fletcher Pistol: Ranged (Light); Damage 4;
6 7 2 2 Critical 2; Range (Medium); Pierce 2, Vicious 2.
Power Level: c 5, p 1, g 1 • Body Armor: +2 soak.
Source: SotB p. 230
Skills: Athletics, Brawl, Coercion, Melee, Vigilance.
Talents: Olivia "Chaos Theory" Ortiz (Nemesis)
• None.
1 2 5 3 2 3
Abilities: Brawn Agility Intellect Cunning Willpower Presence
• Disperse!: Once per encounter, as an action, may
Soak Value w. Threshold S. Threshold M/r Defense
force all non-NAPD characters within medium
range to make an Average (kk) Discipline check
1 9 14 2 2
as an out-of-turn incidental; those who fail must Power Level: c 1, p 3, g 11
spend their next turn moving away from this char- Skills: Charm 2 (lkkk),
acter or minion group and attempting to leave the Computers (Hacking) 5 (lllll),
encounter if possible. Computers (Sysops) 3 (lllkk), Cool 3 (lll),
Equipment: Knowledge (The Net) 3 (lllkk),
• Electrified Power Gauntlet: Brawl; Damage 8; Crit- Mechanics 3 (lllkk), Stealth 1 (lk),
ical 4; Range (Engaged); Concussive 2, Knockdown, Survival 1 (lkk), Vigilance 3 (llk).
Prepare 1, Stun Damage. Talents:
• Riot Shield: Melee, Damage 4; Critical 5; Range • Code Slinger: When performing the activate pro-
(Engaged); Defensive 2, Deflection 2, Inaccurate 2. gram maneuver in a hacking encounter, may choose
• Riot Armor: +2 soak. not to deactivate one other active icebreaker; may
• Smoke grenades, 4 snap locks. have two icebreakers active at once.
Source: SotB p. 229 • Rapid Reaction 4: May suffer up to 4 strain to add
NAPD SWAT (Rival) an equal number of s to Vigilance or Cool checks
made to determine Initiative order.
3 3 2 3 3 2 Abilities:
Brawn Agility Intellect Cunning Willpower Presence • Exploratory Romp: May spend an action to make
Soak Value w. Threshold M/r Defense a Hard (kkk) Computer (Hacking) check; if suc-
6 15 0 0 cessful this character and allies learn identity of one
piece of ice on a server per s.
Power Level: c 7, p 3, g 2
• Wunderkind: Once per session may spend an ac-
Skills: Athletics 2 (llk), Coercion 2 (llk), tion to make a Hard (kkk) Computer (Sysops)
Ranged (Heavy) 2 (llk), Ranged (Light) 2 (llk), check; if successful all ice or icebreakers controlled
Stealth 2 (llk), Vigilance 2 (llk). by this character or one ally increase their strength
Talents: by 2 for the remainder of the encounter.
• None. Equipment:
Abilities: • Tool kit
• Lawful Authority: Add s to the results of any so- • Dinosaurus rig with Corroder, Faerie, and Torch
cial skill checks made when interacting with resi- (pages 136-138 of SotB)-protected by Dinosaurus
dents of New Angeles. ice (use rules for Syn 2.2 on page 135 of SotB)
Source: RMC #4
Equipment:
• HHI Scoped Gauss Rifle: Ranged (Heavy); Dam-
age 10; Critical 2; Range (Extreme); Cumbersome 2,
Pierce 5, Slow-Firing 1, reduce difficulty of combat
checks at long range or greater by 1.

Adversaries anthology
76 GENESYS
Omoi Security Clone (Rival) Orgcrime Lieutenant (Nemesis)
3 3 2 1 1 1 2 2 3 4 2 3
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Soak Value w. Threshold S. Threshold M/r Defense
3 12 0 0 2 16 13 0 0
Power Level: c 3, p 1, g 1 Power Level: c 4, p 5, g 6
Skills: Athletics 1 (lkk), Brawl 3 (lll), Skills: Coercion 3 (llk), Cool 4 (lllk),
Cool 3 (lkk), Driving 1 (lkk), Perception 2 (lk), Deception 3 (lllk), Knowledge (Society) 2 (llk),
Ranged (Light) 3 (lll), Vigilance 3 (lkk). Leadership 3 (lll), Ranged (Light) 3 (llk),
Talents: Skulduggery 2 (llkk), Streetwise 4 (llll).
• None. Talents:
Abilities: • Adversary 2: Upgrade difficulty of all combat checks
against this target twice.
• None.
• Forgot to Count?: When targeted by a ranged at-
Equipment: tack, can spend hh to cause attacker to run out of
• Synap Pistol: Ranged (Light); Damage 5; Critical 6; ammunition.
Range (Short); Disorient 4, Stun 3, Stun Damage.
Abilities:
• Palm Stunner: Brawl; Damage 5; Critical 5, Range
• Tactical Direction: May spend a maneuver to direct
(Engaged); Disorient 2, Slow-firing 2, Stun Damage.
one friendly minion group within medium range;
Source: ADS #14
that group may immediately perform a free maneu-
Opticon Foundation Watchdog (Rival) ver or add j to its next check.
• You Thought You Were Out...: When making a
2 2 4 3 2 2 Coercion check to maintain a favor after calling it
Brawn Agility Intellect Cunning Willpower Presence in, the check is an Average (kk) Coercion check in-
Soak Value w. Threshold M/r Defense stead of an opposed check.
2 9 0 0 Equipment:
Power Level: c 1, p 2, g 4 • Gold-Plated Laser Pistol: Ranged (Light); Damage
6; Critical 3; Range (Short); Accurate 1, Burn 1
Skills: Computers (Hacking) 1 (lkkk),
Cool 3 (llk), Deception 2 (llk), • Gold chains, nice suit.
Source: SotB p. 222
Knowledge (Society) 1 (lkkk), Perception 3 (lll),
Skulduggery 2 (llk).
Talents:
• You Owe Me One: Once per session, you may spend
one Story Point to have one other character in the
encounter owe this character a small favor for past
services performed by this character or their orga-
nization.
Abilities:
• None.
Equipment:
• Discrete monocam, camdrone, fake idents, encrypted PAD.
Source: SotB p. 238

Adversaries anthology
GENESYS 77
Orgcrime Heavy (Rival) Principled Runner (Nemesis)
4 3 2 2 1 2 2 2 4 2 3 3
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Soak Value w. Threshold S. Threshold M/r Defense
6 15 0 0 3 12 13 1 1
Power Level: c 6, p 1, g 2 Power Level: c 3, p3, g 8
Skills: Athletics 2 (llk), Brawl 2 (lllk), Skills: Charm 1 (lkk),
Discipline 2 (lk), Ranged (Heavy) 2 (llk), Computers (Hacking) 3 (lllk),
Resilience 1 (lkkk), Streetwise 3 (llk), Computers (Sysops) 3 (lllk), Cool 2 (llk),
Vigilance 1 (l). Knowledge (Science) 3 (lllk),
Talents: Knowledge (The Net) 4 (llll),
Perception 3 (llk), Ranged (Light) 1 (lk).
• Adversary 1: Upgrade difficulty of all combat checks
against this target once. Talents:
• Street Fighter: When disorienting or knocking a • Burn Through: After making a successful check to
target prone, the target suffers 3 wounds. override a piece of ice, may suffer 3 strain to attempt
to override a second piece of ice on the same system
Abilities:
as an incidental.
• None.
• Natural: Once per session may reroll one Comput-
Equipment: ers (Hacking) or Knowledge (The Net) check.
• Fletcher: Ranged (Heavy); Damage 4; Critical 2; Abilities:
Ranged (Medium); Blast 4, Pierce 2, Vicious 3.
• None.
• Power Gauntlet: Melee; Damage 8; Critical 4; Range
(Engaged); Concussive 2, Knockdown, Prepare 1. Equipment:
• Light Armor Vest: +2 soak. • Synap Pistol: Ranged (Light); Damage 5; Critical 6;
• Oversized suit with hidden holsters. Range (Short); Disorient 4, Stun 3, Stun Damage.
Source: SotB p. 222 • Armored Utility Vest: +1 defense, +1 soak.
• BMI.
Orgcrime Muscle (Minion)
• Big rig with Athena (SotB p. 136) and Yog.0 (SotB
2 2 2 2 2 2 p. 138)- protected by Hawk's Eye (SotB p. 134) and
Brawn Agility Intellect Cunning Willpower Presence
Fire Wall (SotB p. 133)
Source: SotB p. 223
Soak Value w. Threshold M/r Defense
3 5 0 0 Private Military Contractor (Minion)
Power Level: c 2, p 1, g 1 3 3 1 2 2 1
Skills: Brawl, Coercion, Ranged (Light). Brawn Agility Intellect Cunning Willpower Presence

Talents: Soak Value w. Threshold M/r Defense


• None. 5 5 1 1
Abilities: Power Level: c 4, p 1, g 1
• Threatening: When providing assistance on anoth- Skills: Discipline, Ranged (Heavy), Vigilance.
er character's Coercion checks, add s to results for Talents:
each minion in the group beyond the first.
• None.
Equipment:
Abilities:
• Brass Knuckles: Brawl; Damage 3; Critical 4; Range
• None.
(Engaged); Disorient 3.
• Fletcher Pistol: Ranged (Light); Damage 4; Critical Equipment:
2; Range (Medium); Pierce 2, Vicious 2 • Assault Rifle: Ranged (Heavy); Damage 8; Critical
• Cheap Padded Suit: +1 soak 3; Range (Long); Auto-fire.
Source: SotB p. 222 • Plasteel carapace: 1 defense, +2 soak.
Source: SotB p. 232

Adversaries anthology
78 GENESYS
Rachel Beckmann (Nemesis) may spend one Story Point to reduce the number of
a needed to activate item qualities or trigger effects
4 3 2 4 2 2 by one to a minimum of one.
Brawn Agility Intellect Cunning Willpower Presence • Well Oiled Machine: While within medium range
of this character, allies may perform a second ma-
Soak Value w. Threshold S. Threshold M/r Defense
neuver without suffering strain.
6 18 12 0 0
Equipment:
Power Level: c 8, p 3, g 3
• Bullpup carbine: Ranged (Heavy); Damage 7; Criti-
Skills: Coercion 3 (llk), Cool 2 (ll), cal 3; Range (Medium); Accurate 1, Auto-fire.
Brawl 3 (lllk), Ranged (Light) 2 (llk), • Suit-mounted Micro-missle: Gunnery; Damage 12;
Streetwise 3 (lllk), Vigilance 3 (llk). Critical 4; Range (Long); Blast 10, Cumbersome 4,
Talents: Guided 3, Limited Ammo 1, Prepare 1.
• Adversary 2: Upgrade difficulty of all combat checks • Armored Gauntlets: Brawl; Damage 6; Critical 4;
against this target twice. Range (Engaged); Disorient 3, Knockdown.
• Takedown: May make an opposed Brawl vs. Resil- • Plasteel Carapace Armor: +2 soak, 1 defense
ience check targeting one engaged opponent. If suc- • Encrypted field radio
cessful, target is knocked prone and immobilized Source: RMC #17
until end of Beckmann's next turn. Raymond Flint (Nemesis)
Abilities:
• And Stay Down: When making a Brawl or Me- 2 3 4 5 1 3
lee combat check targeting a prone opponent, add Brawn Agility Intellect Cunning Willpower Presence
saa to the results. Soak Value w. Threshold S. Threshold M/r Defense
Equipment: 3 16 12 1 0
• Augmented Fists: Brawl; Damage 7; Critical 3; Power Level: c 6, p 5, g 11
Range (Engaged); Disorient 3, Knockdown.
Skills: Charm 3 (lll), Cool 4 (lllk),
• Heavy Pistol with linked sight: Ranged (Light);
Deception 3 (lllkk),
Damage 7; Critical 3; Range (Medium); Accurate 1.
Knowledge (Society) 5 (llllk), Piloting 2 (llk),
• Ballistic Vest: +2 soak Ranged (Light) 3 (lll), Skulduggery 4 (lllk),
• Set of restraints Stealth 3 (lll), Streetwise 5 (lllll),
Source: SotB p. 157 Vigilance 4 (lkkk).
Rashida Jaheem (Nemesis) Talents:
• Adversary 2: Upgrade difficulty of all combat checks
4 4 2 3 3 2 against this target once.
Brawn Agility Intellect Cunning Willpower Presence
• Bad Habit: May spend a maneuver and become
Soak Value w. Threshold S. Threshold M/r Defense disoriented until the end of the encounter; at the
6 17 14 1 1 beginning of each subsequent turn during the en-
Power Level: c 12, p 4, g 5 counter this character heals 2 strain.

Skills: Athletics 2 (llkk), Brawl 2 (llkk), Abilities:


Cool 3 (llk), Coordination 2 (llkk), • In the Know: When another character makes an as-
Discipline 3 (lll), Gunnery 3 (lllk), sisted Knowledge (Society) or Streetwise check with
Leadership 3 (llk), Ranged (Heavy) 3 (lllk), this character, add sa to the results.
Resilience 2 (llkk), Stealth 2 (llkk), • Spot the Connections: May spend a to learn one
Survival 3 (lll). Motivation of any character in the current encounter.
Talents: • Troubled Past: When a character who knows this
character's Fear or Flaw targets this character with
• Adversary 2: Upgrade difficulty of all combat checks
a successful social skill check, this character suffers
against this target once.
2 strain.
• Deadeye: After this character inflicts a Critical In-
jury with a ranged weapon and rolls the result, may Equipment:
suffer 2 strain to select another Critical Injury of the • Fletcher: Ranged (Heavy); Damage 4; Critical 2;
same severity to apply to the target instead. Ranged (Medium); Blast 4, Pierce 2, Vicious 3.
Abilities: • Heavy Trenchcoat: +1 soak
• Ruthless Efficiency: Before making a combat check, • Smokes, PAD, fedora
Source: RMC #18

Adversaries anthology
GENESYS 79
Regulator (Rival) • Enhancecd Healing: May suffer 1 strain before
making a Resilience check to heal a Critical Injury
1 1 3 2 2 2 to add s to the result and increases the number of
Brawn Agility Intellect Cunning Willpower Presence
wounds healed by natural rest by 1.
• Caissa Icebreaker Suite: When encountering ice,
Soak Value w. Threshold M/r Defense
reduce that ice's strength by 2 and increase the h
1 8 0 0 require to activate negative effects by 1.
Power Level: c 1, p 2, g 3 Equipment:
Skills: Discipline 2 (ll), • Assault Rifle: Ranged (Heavy); Damage 8; Critical
Knowledge (Science) 2 (llk), 3; Range (Long); Auto-fire.
Knowledge (Society) 2 (llk), Negotiation 2 (ll), • Fletcher Pistol: Ranged (Light); Damage 4; Critical
Perception 3 (llk), Vigilance 2 (ll). 2; Range (Medium); Pierce 2, Vicious 2.
Talents: • Skin Suit: +2 soak, +2 defense, +2 wound threshold
• None. • Cybereyes, skulljack (allows Reina to "go deep"
Abilities: during network encounters, p. 105 SotB)
• Red Tape: During social encounters, may spend • Deep Red portable console with Athena and Garrote
hhh generated by an opponent to discover (or in- (p. 136-137 SotB)-protected by Archer and Enigma
vent) a legal violation that requires a fine, fee, or ad- (p. 134-135 SotB)
ditional authorization form that the opponent must • Minion group of 4 camdrones, minion group of 4
complete before accomplishing their goals. combat drones (p. 233 SotB)
Source: RMC #19
Equipment:
• Inspection PAD.
Reporter (Rival)
Source: SotB p. 230
2 2 3 3 3 1
Reina Roja (Nemesis) Brawn Agility Intellect Cunning Willpower Presence

3 3 3 4 4 1 Soak Value w. Threshold M/r Defense


Brawn Agility Intellect Cunning Willpower Presence
2 10 0 0
Soak Value w. Threshold S. Threshold M/r Defense Power Level: c 1, p 3, g 4
5 20 16 2 2 Skills: Charm 2 (lk), Coercion 3 (lll),
Power Level: c 12, p 6, g 12 Cool 3 (lkk), Perception 3 (lll),
Skulduggery 2 (lll), Streetwise 2 (llk),
Skills: Athletics 4 (lllk), Brawl 2 (llk), Vigilance 2 (llk).
Computers (Hacking) 4 (lllk),
Computers (Sysops) 2 (llk), Talents:
Coordination 4 (lllk), Discipline 5 (llllk), • None.
Perception 3 (lllk), Piloting 2 (llk), Abilities:
Ranged (Light) 4 (lllk), • In the Know: Whenever this character learns a Mo-
Ranged (Heavy) 4 (lllk), Gunnery 4 (lllk), tivation of another character in the encounter, this
Resilience 4 (lllk), Stealth 2 (llk), character may have that character suffer 2 strain and
Survival 2 (llkk), Vigilance 3 (lllk). may heal 2 strain.
Talents: • Leading Question: Once per encounter, may spend
• Adversary 3: Upgrade difficulty of all combat checks a Story Point to learn one Motivation of any one oth-
against this target three times. er character in the encounter.
• Rapid Reaction 3: May suffer up to 3 strain to add Equipment:
an equal number of s to their Vigilance or Cool • PAD, camdrone, monocam, press credentials.
checks made to determine initiative. Source: SotB p. 220
Abilities:
• ESW Drone Master: May control two rival drones
or minion groups of up to 5 drone minions; may
spend a maneuver to direct all controlled drones to
perform an action and maneuver during their turn.

Adversaries anthology
80 GENESYS
Researcher (Rival) Rex Search and Rescue Bioroid (Rival)
3 2 2 3 3 2 5 3 2 1 1 4
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Soak Value w. Threshold M/r Defense
3 12 1 1 6 6 0 0
Power Level: c 1, p 2, g 4 Power Level: c 4, p 2, g 3
Skills: Discipline 2 (llk), Skills: Athletics 4 (lllk), Coordination 2 (llk),
Knowledge (Science) 3 (llk), Negotiation 2 (ll), Medicine 3 (llk), Perception 4 (lkkk),
Medicine 2 (ll), Perception 3 (lll). Resilience 3 (lllkk).
Talents: Talents:
• Applied Research 1: Once per session may use • Swift: This character does not suffer the penalties
Knowledge (Science) and Intellect when making a for moving through difficult terrain.
check instead of the skill and characteristic the check Abilities:
would normally require.
• Bioroid: Does not need to breathe, eat, or drink;
Abilities: can survive in vacuum and underwater; is immune
• Research Team Member: When providing skill as- to poisons and toxins; and cannot knowingly en-
sistance, may reroll up to two of the dice in the pool danger humans.
before resolving the check. Equipment:
Equipment: • Spotlight, climbing gear, O2 tank, medkit, 2 slap
• Networked PAD, holodisplay, lab coat. patches.
Source: SotB p. 220 Source: SotB p. 236

Retail Drone (Minion)


2 2 1 1 1 1
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


3 4 0 1
Power Level: c 1, p 1, g 1
Skills: Perception, Vigilance.
Talents:
• Big Guns: This character has an encumbrance ca-
pacity of 12.
Abilities:
• Flyer: Can fly; see the Flying sidebar on page 100 of
the Genesys Core Rulebook.
• Mechanical: Does not need to breathe, eat, or drink,
and can survive in vacuum and underwater; is im-
mune to poisons and toxins.
• Telepresence: Can operate independently, or can be
controlled directly by an operator via wireless link;
if being controlled, the camdrone counts as having
ranks in any skill equal to the controller's ranks in
that skill.
Equipment:
• None.
Source: SotB p. 234

Adversaries anthology
GENESYS 81
Ristie Collector (Nemesis) Equipment:
• Auto-fletcher: Ranged (Light); Damage 3; Critical
2 2 4 3 1 5 2; Range (Medium); Auto-fire, Pierce 2, Vicious 2.
Brawn Agility Intellect Cunning Willpower Presence • Micro-waterknife: Melee; Damage 8; Critical 3;
Soak Value w. Threshold S. Threshold M/r Defense
Range (Engaged); Prepare 1, Sunder, Unwieldy 3,
Vicious 3.
2 10 15 0 0 Source: SotB p. 240
Power Level: c 1, p 3, g 5 SEA Yellow Jacket (Minion)
Skills: Cool 1 (lkkkk),
Knowledge (Society) 4 (llll), 2 2 2 2 2 1
Negotiation 3 (lllkk), Perception 3 (lll), Brawn Agility Intellect Cunning Willpower Presence
Streetwise 3 (lll), Vigilance 2 (lk).
Soak Value w. Threshold M/r Defense
Talents: 3 6 0 0
• Haughty Demeanor: Other characters add h to so-
Power Level: c 2, p 1, g 1
cial skill checks targeting ristie collector.
Skills: Coercion, Knowledge (Society), Ranged (Light),
Abilities:
Vigilance.
• Shrewd Negotiator: When making an opposed Ne-
gotiation or Streetwise check to purchase or sell and Talents:
item may suffer 2 strain to add s to the results. • None.
• Let's Make a Deal: If this character knows an oppo- Abilities:
nent's Desire Motivation, when they inflict strain on • Uncomfortable Inspection: When searching a charac-
the opponent, the opponent suffers 4 additional strain. ter or their possessions, that character suffers 2 strain.
Equipment: Equipment:
• Heavily encrypted PAD, several credsticks • Synap Pistol: Ranged (Light); Damage 5; Critical 6;
Source: SotB p. 221 Range (Short); Disorient 4, Stun 3, Stun Damage.
Rogue Nisei Clone (Nemesis) • Security PAD, 2 snap locks
Source: SotB p. 226
2 3 4 2 5 2 Seth Bioroidista (Minion)
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense 3 1 2 3 2 2


2 12 20 4 4 Brawn Agility Intellect Cunning Willpower Presence

Power Level: c 8, p 8, g 8 Soak Value w. Threshold M/r Defense

Skills: Brawl 4 (llkk), Coercion 5 (llkkk), Coor-


5 5 0 0
dination 2 (llk), Discipline 3 (lllkk), Power Level: c 1, p 1, g 2
Gunnery 4 (lllk), Survival 3 (llk), Skills: Charm, Knowledge (Science), Perception.
Vigilance 3 (lllkk).
Talents:
Talents:
• None.
• Adversary 1: Upgrade difficulty of all combat checks
against this target once. Abilities:
• Too Clever: When interacting with this character,
Abilities:
characters may spend a to recover 2 strain, and
• Apparent Precognition: Once per encounter when GMs may spend h to inflict 2 strain.
making a combat check, may use Discipline and Will-
• Bioroid: Does not need to breathe, eat, or drink; can
power instead of the normal skill and characteristic.
survive in vacuum and underwater; is immune to
• Psychic: As a maneuver may make and Average poisons and toxins; and cannot knowingly endanger
(kk) Vigilance check to learn the surface thoughts humans.
of all other characters in medium range.
Equipment:
• Broken Nisei Conditioning: When inflicting a
Critical Injury or Critical Hit, roll twice and choose • Order PAD.
Source: SotB p. 237
the more severe result.

Adversaries anthology
82 GENESYS
Sneaker Net Courier (Rival) Streetbanger (Minion)
2 4 2 3 2 2 3 2 1 2 1 2
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Soak Value w. Threshold M/r Defense
2 10 0 0 4 5 0 0
Power Level: c 2, p 1, g 4 Power Level: c 3, p 1, g 1
Skills: Athletics 2 (ll), Brawl 1 (lk), Skills: Brawl, Coercion, Melee, Ranged (Light), Street-
Coordination 2 (llkk), Driving 2 (llkk), wise.
Piloting 2 (llkk), Ranged (Light) 2 (llkk), Talents:
Stealth 2 (llkk), Streetwise 2 (llk),
• None.
Vigilance 2 (ll).
Abilities:
Talents:
• Threatening: When providing assistance on anoth-
• Swift: Does not suffer penalties for moving through
er character's Coercion checks, add s to results for
difficult terrain.
each minion in the group beyond the first.
Abilities:
Equipment:
• Catlike Agility: Once per turn, may spend a Story
• Pistol: Ranged (Light); Damage 6; Critical 3; Range
Point to move to any location within short range as
(Medium).
an incidental, including locations that are vertically
distant or have no easy access route. • Mono-switchblade: Melee; Damage 4; Critical 2;
Range (Engaged); Pierce 2.
Equipment: • Synthleather Jacket: +1 soak
• Palm Stunner: Brawl; Damage 5; Critical 5; Range • Extensive tattoos and piercings
(Engaged); Disorient 2, Slow-Firing 2, Stun Dam- Source: SotB p. 223
age.
• Good running shoes, encrypted datasticks.
Streetbanger Leader (Rival)
Source: SotB p. 223
3 3 2 2 2 3
Starlight Templar (Rival) Brawn Agility Intellect Cunning Willpower Presence

3 2 1 2 3 2 Soak Value w. Threshold M/r Defense


Brawn Agility Intellect Cunning Willpower Presence
4 16 0 0
Soak Value w. Threshold M/r Defense Power Level: c 6, p 3, g 2
4 4 0 0 Skills: Coercion 2 (ll), Cool 2 (llk),
Power Level: c 3, p 2, g 1 Melee 2 (llk), Leadership 2 (llk),
Negotiation 1 (lkk), Ranged (Light) 1 (lkk),
Skills: Brawl 2 (llk), Coercion 3 (lll), Skulduggery 3 (lll), Streetwise 3 (llk).
Discipline 3 (lll), Knowledge (Society) 1 (l),
Ranged (Light) 1 (lk). Talents:
• Adversary 1: Upgrade difficulty of all combat checks
Talents: against this target once.
• None.
Abilities:
Abilities: • Charismatic Menace: Allies within short range add
• Values Enforcer: When making any social skill or s to checks they make; opponents within short
combat check targeting an opponent of the church, range add h to checks they make.
add sh to the result.
Equipment:
• Templar Cybernetic Implant: Once per encounter
as a maneuver, may make a Simple (-) Discipline • Custom six-shooter: Ranged (Light); Damage 7;
check to heal 1 wound per s. Critical 2; Range (Medium); Accurate 1.
• Plasma Cutter: Melee; Damage 12; Critical 3; Range
Equipment: (Engaged); Burn 1, Prepare 1, Sunder, Unwieldy 2.
• Fletcher pistol: Ranged (Light); Damage 4; Critial • Leather Jacket with Gang Colors: +1 soak
2; Range (Medium); Pierce 2, Vicious 2.
• PAD
• Heavy Jacket with Crusade logo: +1 soak. Source: SotB p. 223
• PAD.
Source: SotB p. 220

Adversaries anthology
GENESYS 83
Street Doc (Rival) • Power-augmented Exosuit fists: Brawl; Damage 7;
Critical 4; Range (Engaged); Knockdown.
2 3 3 2 2 2 • SXF X1.a exosuit: 1 defense, +3 soak, +1 Brawn, +5
Brawn Agility Intellect Cunning Willpower Presence wound threshold, allows wearer to operate under-
water and in vacuum for up to 4 hours.
Soak Value w. Threshold M/r Defense
Source: SotB p. 232
2 10 0 0
SXC Trooper (Minion)
Power Level: c 2, p 2, g 3
Skills: Deception 2 (ll), 3 3 2 2 2 2
Knowledge (Science) 3 (lll), Mechanics 3 (lll), Brawn Agility Intellect Cunning Willpower Presence
Medicine 3 (lll), Negotiation 2 (ll). Soak Value w. Threshold M/r Defense
Talents: 5 6 1 1
• Surgeon 3: When making Medicine checks to heal Power Level: c 5, p 1, g 1
wounds, heal 3 additional wounds.
Skills: Athletics, Discipline, Melee, Ranged (Heavy),
Abilities: Vigilance.
• Questionable Hygiene: When making a Medicine
Talents:
check, must spend hhh or d to decrease the tar-
get's strain and wound threshold by 2 each until the • None.
end of the current session. Abilities:
Equipment: • None.
• Shotgun: Ranged (Heavy); Damage 8; Critical 3; Equipment:
Range (Short); Blast 4, Knockdown, Vicious 2. • Laser Rifle: Ranged (Heavy); Damage 8; Critical 3;
• 4 Slap-patches Range (Medium); Accurate 1, Burn 1.
• Various cybernetics, emergency medkit, portable • Monoblade Combat Knife: Melee; Damage 4; Crit-
toolkit. ical 2; Range (Engaged); Pierce 2.
Source: SotB p. 224 • Environmentally Sealed Plasteel carapace: 1 de-
fense, +2 soak.
SXC Exosuit Pilot (Rival) • Disposable zero-G maneuvering pack.
Source: SotB p. 232
4 3 2 2 2 2
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


7 20 1 1
Power Level: c 9, p 2, g 2
Skills: Athletics 2, Brawl 1, Discipline 3, Gunnery 3,
Resilience 2, Vigilance 2.
Talents:
• None.
Abilities:
• High-Altitude Drop: When falling any distance,
may make an Easy (k) Discipline check as an inci-
dental; on a success, this character does not suffer
any damage from falling and lands on their feet.
Equipment:
• Heavy fletcher: Gunnery; Damage 6; Critical 2;
Range (Medium); Blast 6, Pierce 4, Vicious 3.
or
• Laster Cannon: Gunnery; Damage 10; Critical 3;
Range (Long); Accurate 1, Burn 1, Cumbersome 4

Adversaries anthology
84 GENESYS
SYNC Globalsec Agent (Nemesis) Equipment:
• Tiny Head Nubs: Brawl; Damage 0; Critical 8;
1 2 5 3 3 2 Range (Engaged).
Brawn Agility Intellect Cunning Willpower Presence • Gentle doe eyes.
Source: SotB p. 227
Soak Value w. Threshold S. Threshold M/r Defense
2 12 18 0 0 Tenma Driver Clone(Rival)
Power Level: c 1, p 2, g 8 2 4 2 2 1 2
Skills: Computers (Hacking) 2 (llkkk), Brawn Agility Intellect Cunning Willpower Presence
Computer (Sysops) 3 (llkkk),
Soak Value w. Threshold M/r Defense
Knowledge (The Net) 4 (llllk),
Mechanics 2 (llkkk), Perception 2 (llk).
2 8 0 0
Talents: Power Level: c 1, p 1, g 4
• Net Warrior: When using a BMI, may make an Skills: Driving 3 (lllk), Mechanics 2 (ll),
opposed Computers (Hacking) versus Computers Operating 3 (llk), Perception 3 (llk),
(Sysops) check targeting one character accessing the Piloting 3 (lllk), Vigilance 3 (lkk).
system; the target suffers 1 strain per s, and if they Talents:
are using a BMI, they also suffere 1 wound per s. • Knack For It 2: Remove jj from any Driving, Op-
Abilities: erating, and Piloting checks.
• Sniffer Programs: Add jj to any opponent's Abilities:
checks made on a system the SYNC Globalsec agent • None.
has control of.
Equipment:
• Swordbreaker Programs: May make a Hard (kkk)
Computers (Sysops) check targeting one opponent • Cybernetic eye implant.
Source: ADS #19
on the system to damage one of their active ice-
breakers one step, plus one additional step per a.
Equipment:
• PAD, BMI, and custom offensive rig with personal
icebreakers (Gordian Blade [SotB p. 137], Battering
Ram [SotB p. 136], and Garrote [SotB p. 137]).
Source: SotB p. 226

Teacup Giraffe (Minion)


1 1 1 1 1 3
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


1 3 0 0
Power Level: c 1, p 1, g 1
Skills: Charm.
Talents:
• None.
Abilities:
• Too Cute: When any character makes a check to re-
cover strain while engaged with this character, they
recover 2 additional strain.
• Way Too Cute: When an opponent targets this char-
acter with a combat check, they suffer 4 strain.
• Silhouette 0.

Adversaries anthology
GENESYS 85
Thomas Haas (Nemesis) combine Knowledge check add j to the check (in-
formation added typically comes in the form of a
2 2 3 4 1 4 song).
Brawn Agility Intellect Cunning Willpower Presence • Mechanical: Does not need to breathe, eat, or drink,
and can survive in vacuum and underwater; is im-
Soak Value w. Threshold S. Threshold M/r Defense
mune to poisons and toxins.
2 12 11 0 0
Equipment:
Power Level: c 2, p 5, g 6
• None.
Skills: Athletics 2 (ll), Charm 3 (lllk), Source: SotB p. 234
Computers (Hacking) 2 (llk), Cool 4 (llll), Urban Peccary (Minion)
Deception 3 (lllk),
Knowledge (Science) 2 (llk), 2 1 1 2 1 1
Knowledge (Society) 3 (lll), Mechanics 2 (llk),
Brawn Agility Intellect Cunning Willpower Presence
Negotiation 3 (lllk).
Soak Value w. Threshold M/r Defense
Talents:
2 7 0 0
• Adversary 1: Upgrade difficulty of all combat checks
against this target once. Power Level: c 1, p 1, g 1
• Clever Retort: Once per encounter, may add hh to Skills: Athletics, Brawl, Survival.
another character's social skill check.
Talents:
• Counteroffer: Once per session may choose one op-
• None.
ponent with in medium range and make an opposed
Negotiation versus Discipline check. If successful, Abilities:
target becomes staggered until the end of their next • Mob Mentality: Add j to all checks this character
turn (or for remainder of encounter if successful makes if part of a group of three or more minions.
with t). Equipment:
Abilities: • Tusks: Brawl; Damage 4; Critical 4; Range (En-
• Golden Goose: Opponents must make a Hard gaged); Vicious 1.
(kkk) Discipline check as an action and succeed Source: SotB p. 228
before being able to make combat checks targeting
this character.
• Tinkerer: With access to any sort of tools or parts,
may make an Average (kk) Mechanics check. If
successful, creates an item with rarity equal to the
number of s.
Equipment:
• Nice suit, encrypted PAD
Source: SotB p. 217

Toy Drone (Rival)


3 1 1 1 1 1
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


5 8 0 0
Power Level: c 1, p 1, g 2
Skills: Charm 2, Knowledge (Society) 3, Knowledge
(Science) 3, Knowledge (The Net) 2, Medicine 1.
Talents:
• None.
Abilities:
• Edutainment: When assisting with or making a

Adversaries anthology
86 GENESYS
Urban Adventurer (Rival) Abilities:
• Quiet Code: When making a Computer (Hacking)
3 4 2 2 1 2 check, h may not be spent to alert other users to the
Brawn Agility Intellect Cunning Willpower Presence assassin's presence.
Soak Value w. Threshold M/r Defense
• Subtle Death: When making a Brawl check, may
spend aa or t to apply a dose of contact poison to
4 14 0 0
the target; the target must immediately make a Hard
Power Level: c 4, p 1, g 7 (kkk) Resilience check as an incidental; if they fail,
Skills: Athletics 4 (lllk), Coordination 4 (llll), they suffer 5 wounds plus 1 wound per h; d means
Cool 3 (llk), Driving 3 (lllk), they must make the check again at the start of their
Knowledge (Society) 1 (lk), Piloting 3 (lllk), next turn, as the poison remains in their system.
Ranged (Light) 1 (lkkk), Stealth 1 (lkkk), Equipment:
Streetwise 4 (llkk), Survival 4 (llkk). • Charged Crystal Katana: Melee; Damage 6; Criti-
Talents: cal 2; Range (Engaged); Defensive 1, Pierce 3, Re-
• Daring Aviator 2: Before making a Driving or Pilot- inforced.
ing check, may add up to hh to the check to add an • Fists and feet: Brawl; Damage 5; Critical 4; Range
equal number of s. (Engaged); Disorient 1, Knockdown, Stun 5, Stun
• Natural: Once per session, may reroll one Athletics Damage.
or Coordination check. • Optical Camouflage Suit: +2 Defense.
Abilities: • Pocket Rig with One-Shot Icebreakers: Spend a
Story Point to add sss to a successful check to
• None.
break ice.
Equipment: • Climbing gear
• Auto-fletcher: Ranged (Light); Damage 3; Critical Source: SotB p. 224
2; Range (Medium); Auto-fire, Pierce 2, Vicious 2.
Young Ristie (Rival)
• Powered Wingsuit: +1 soak, can fly; see the Flying
sidebar on page 100 of the Genesys Core Rulebook. 1 2 2 2 1 3
• Climbing gear, flashlight. Brawn Agility Intellect Cunning Willpower Presence
Source: SotB p. 239
Soak Value w. Threshold M/r Defense

Yakuza Assassin (Nemesis) 1 0 0 0


Power Level: c 1, p 2, g 1
3 4 2 3 4 1 Skills: Charm 2 (llk), Coercion 1 (l),
Brawn Agility Intellect Cunning Willpower Presence Cool 1 (lkk), Coordination 2 (ll),
Soak Value w. Threshold S. Threshold M/r Defense Knowledge (Society) 2 (ll).
3 15 15 2 2 Talents:
Power Level: c 9, p 3, g 8 • Proper Upbringing 2: When making a social skill
Skills: Athletics 2 (llk), Brawl 4 (lllk), check in the company of fellow risties, may suffer up
Computers (Hacking) 3 (llk), Cool 4 (lkkk), to 2 strain to add up to aa to the check.
Coordination 5 (llllk), Discipline 2 (llkk), Abilities:
Melee 4 (lllk), Perception 2 (llk), • I'll Tell My Parents!: When this character inflicts
Skulduggery 3 (lll), Stealth 5 (llllk), strain using a social skill check, they inflict 2 addi-
Vigilance 2 (llkk). tional strain.
Talents: Equipment:
• Adversary 2: Upgrade difficulty of all combat checks • High-end wearable PAD.
against this target twice. Source: SotB p. 221
• Archaic Arms Master: While armed with a Melee
weapon, may make an Average (kk) Melee check
to force one engaged target to drop one weapon or
move one range band in any direction.

Adversaries anthology
GENESYS 87
AGE OF MYTH Jinn (Arabian) [Nemesis]
2 3 5 5 2 3
Gorgon (Greek) [Nemesis] Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense


3 4 2 3 3 3 2 20 20 2 2
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense Power Level: c 9, p 6, g 9


4 15 12 2 2 Skills: Charm 3 (lll), Coercion 3 (llk),
Deception 3 (lllkk), Divine 4 (llkk),
Power Level: c 8, p 4, g 3 Knowledge 4 (llllk), Perception 3 (lllkk),
Skills: Cool 4 (lllk), Coercion 2 (llk), Knowl- Ranged 4 (lllk), Vigilance 4 (llkk).
edge 3 (llk), Melee (Light) 4 (lllk). Talents:
Talents: • Adversary 2: Upgrade difficulty of all combat checks
• Parry 2: When this character suffers a hit from a against this target twice.
melee combat check, after damage is calculated (but Abilities:
before soak is applied), they may suffer 3 strain to • Flyer: Can fly; see the Flying sidebar on page 100 of
reduce damage suffered by 4. the Genesys Core Rulebook.
Abilities: • Ghostly: May move over or through terrain [in-
• Petrifying Gaze: As an action, may make an op- cluding doors and walls] without penalty; halve the
posed Cool versus Coordination check targeting damage dealt to this character before applying soak,
one character within medium range to immobilize unless the attack came from a magical source such as
the target until the end of this character’s next turn, a spell or legendary weapon.
plus one additional turn for each additional ss; • Spirit: Does not need to breathe, eat, or drink, and can
may spend aaa to stagger target until the end of survive underwater; immune to poisons and toxins.
this character’s next turn and may spend t to turn Spells: This character may choose any magic action al-
target to stone. lowed for by the Divine skill, and may select additional
• Terrifying: At the start of the encounter, all oppo- spell effects, as normal. The spell they use most often is
nents must make a Daunting (kkkk) fear check the following unique spell:
as an out-of-turn incidental, as per page 243 of the • Eye of the Jinn: This character chooses one target
Genesys Core Rulebook; if there are multiple sourc- within medium range and makes an Average (kk)
es of fear in the encounter, opponents only make one Divine check; if the check is successful, until the end
fear check against the most terrifying enemy. of this character’s next turn, after the target makes a
Equipment: check, this character may choose one type of die in
• Gorgon blade: Melee (Light); Damage 6; Critical 2; the pool and reroll all of the dice of that type; can
Range (Engaged); Vicious 2. sustain the effects of this spell by performing a con-
Source: EPG p. 15 centrate maneuver.
Equipment:
• Lightning and flame: Ranged; Damage 8; Critical 3;
Range (Medium); Auto-fire, Burn 4.
• Several enchanted trinkets.
Source: EPG p. 15

Adversaries anthology
88 GENESYS
Korrigan (Breton) [Nemesis] Melee (Light) combat check after using a maneuver
to engage a target, may spend aaa or t to knock
2 3 1 3 1 1 the target prone and move them up to one range band
Brawn Agility Intellect Cunning Willpower Presence
away from this character).

Soak Value w. Threshold S. Threshold M/r Defense Abilities:


2 11 14 0 0 • Gore (after making a successful combat check using
its vicious axe, this character may spend aa or t
Power Level: c 4, p 5, g 2 to inflict one hit with its bloody horns on the tar-
get or another target this character is engaged with,
Skills: Charm 2 (lk) or (llkkk), Primal 3 (lll),
dealing base damage +1 damage per s).
Skulduggery 2 (llk), Stealth 3 (lll).
Equipment:
Talents:
• Bloody horns: Brawl; Damage 6; Critical 3; Range
• Can’t We Talk about This?: This character can make
[Engaged]; Concussive 1, Knockdown.
an opposed Charm versus Discipline check target-
• Vicious axe: Melee (Heavy); Damage 9; Critical 3;
ing a character within medium range; if successful,
Range (Engaged); Vicious 3.
the target cannot attack this character until the end of
Source: EPG p. 16
this character’s next turn; may spend aa to increase
the effect’s duration by one additional turn; this effect Siren (Greek) [Rival]
ends immediately if this character attacks the target).
Abilities:
2 2 2 2 2 4
Brawn Agility Intellect Cunning Willpower Presence
• Moonlit Glamor: During the night, this character’s
Presence is 5 instead of 1. Soak Value w. Threshold M/r Defense

Spells: This character may choose any magic action al-


2 12 0 0
lowed for by the Primal skill, and may select additional
Power Level: c 3, p 4, g 1
spell effects, as normal. The spell they use most often is
the following unique spell: Skills: Brawl 3 (llk), Charm 3 (lllk), Cool 1
• Endless Dance: This character chooses one target (lkkk), Deception 4 (llkk).
within short range and makes an Average (kk) Pri- Talents:
mal check; upon success, the target is immobilized, • None.
suffers 1 strain and 1 wound at the start of their turn,
Abilities:
and adds jj to all checks they make; on their turn,
the target may make a Daunting (kkkk) Disci- • Siren’s Song: This character may make an opposed
pline or Resilience check to end these effects; can Charm versus Discipline check targeting one char-
sustain the effects of this spell by performing the acter within long range; if successful, the target
concentrate maneuver. must spend all of its available maneuvers (including
spending an action to gain a second maneuver or
Equipment: suffering strain) to move into engaged range, and the
• Piles of leaves or twine that appear to be valuables. target may not make combat checks targeting this
Source: EPG p. 15 character until after this character makes a combat
Minotaur (Greek) [Nemesis] check targeting them.
Equipment:
5 3 2 3 1 1 • Vicious claws: Brawl; Damage 4; Critical 2; Range
Brawn Agility Intellect Cunning Willpower Presence (Engaged); Pierce 3, Vicious 3.
Soak Value w. Threshold S. Threshold M/r Defense Source: EPG p. 16
8 18 9 0 0
Power Level: c 8, p 1, g 2
Skills: Athletics 3 (lllkk), Brawl 3 (lllkk),
Coercion 3 (lkk), Melee (Heavy) 2 (llkkk),
Perception 3 (lll).
Talents:
• Bullrush: When making a Brawl, Melee (Heavy), or

Adversaries anthology
GENESYS 89
MODERN Intelligence Agent (Nemesis)
3 3 3 4 3 3
Corrupt Official (Rival) Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense


2 2 3 3 3 4 3 14 14 0 0
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Power Level: c 5, p 4, g 5


2 12 0 0 Skills: Charm 2 (llk), Coercion 2 (llk),
Deception 2 (llkk), Ranged Light 2 (llk),
Power Level: c 1, p 5, g 3 Brawl 2 (llk), Skulduggery 3 (lllk),
Skills: Charm 2 (llkk), Cool 2 (llkk), Stealth 3 (lll), Streetwise 3 (lllk),
Deception 2 (llk), Knowledge 2 (llk), Vigilance 2 (llk).
Negotiation 2 (llkk), Vigilance 1 (llk). Talents:
Talents: • Adversary 2: Upgrade difficulty of all combat checks
• Natural: Once per session, use this talent to reroll against this target twice.
any one Negotiation or Skulduggery check. • Natural: Once per session, reroll any one Skuldug-
gery or Stealth check.
Abilities:
• Local Politics: Once per session, may choose one Abilities:
character operating in their area of influence (com- • One Step Ahead: Once per round, after an oppo-
munity, precinct, or county, for example); until the nent performs an action or maneuver, may spend
end of the session, the target must upgrade the diffi- one Story Point to perform an action or a maneuver
culty of any social skill checks they make to interact as an out-of-turn incidental.
with inhabitants of this area once. Equipment:
Equipment: • Silenced Pistol: Ranged (Light); Damage 5; Critical
• Cell phone, tablet. 4; Range (Short).
Source: GCRB p. 169 • Encrypted cell phone.
Source: GCRB p. 169
Gang Leader (Rival)
3 3 2 2 2 3
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


5 15 0 0
Power Level: c 4, p 2, g 1
Skills: Coercion 1 (lk), Cool 1 (lk),
Leadership 1 (lk), Melee 2 (llk),
Streetwise 3 (llk), Vigilance 1 (lk).
Talents:
• Adversary 1: Upgrade difficulty of all combat checks
against this target once.
Abilities:
• None.
Equipment:
• Really Big and Sharp Knife: Melee; Damage 5; Crit-
ical 3; Range (Engaged); Pierce 2.
• Heavy Leather Clothing: +2 soak.
Source: GCRB p. 134

Adversaries anthology
90 GENESYS
Local Official (Nemesis) Street Tough (Minion)
2 2 3 3 2 3 3 1 1 2 1 2
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense Soak Value w. Threshold M/r Defense
8 45 34 0 0 4 4 0 0
Power Level: c 2, p 5, g 2 Power Level: c 2, p 1, g 1
Skills: Charm 2 (llk), Cool 1 (lkk), Skills: Brawl, Coercion, Melee.
Coercion 3 (llk), Deception 1 (lkk), Talents:
Leadership 2 (llk), Negotiation 1 (lkk),
• None.
Vigilance 3 (lll).
Abilities:
Talents:
• None.
• Improved Scathing Tirade: Use this talent to make
an Average (kk) Coercion check; for each s, one Equipment:
opponent within short range suffers 1 strain; for each • Studded gloves: Brawl; Damage 4; Critical 4; Range
a, one affected opponent suffers 1 additional strain; (Engaged); Disorient 2, Knockdown.
all opponents affected add j to all skill checks they • Club: Melee; Damage 5; Critical 3; Range (Engaged)
make for the following three rounds. • Heavy Clothing: +1 soak.
Abilities: Source: GCRB p. 134

• Good at Needling: If this character knows an oppo-


nent’s Flaw Motivation, when this character inflicts
strain on the opponent, the opponent suffers 4 addi-
tional strain.
MONSTER WORLD
Equipment: Ancestral Throwback (Rival)
• Fine clothing, official credentials or badge of office.
Source: GCRB p. 134
3 3 1 2 1 1
Brawn Agility Intellect Cunning Willpower Presence
Militia (Minion)
Soak Value w. Threshold M/r Defense
2 1 2 2 2 1 4 10 1 0
Brawn Agility Intellect Cunning Willpower Presence
Power Level: c 3, p 1, g 2
Soak Value w. Threshold M/r Defense
Skills: Athletics 3 (lll), Brawl 2 (llk),
3 4 0 0
Stealth 2 (llk), Survival 3 (llk),
Power Level: c 2, p 1, g 1 Vigilance 2 (lk).

Skills: Brawl, Coercion, Ranged (Heavy). Talents:


• None.
Talents:
• None. Abilities:
• Evolutionary Niche: Before using this character,
Abilities: choose one of the following abilities: Arthropod:
• None. Has a thick exoskeleton and adds +2 to its soak val-
Equipment: ue, Aquatic: Never treats water as difficult terrain
• Assault Rifle: Ranged (Heavy); Damage 8; Critical and can breathe underwater, Arboreal: Treats verti-
3; Range (Long); Auto-fire. cal surfaces and forested areas as normal terrain, or
• Fatigues: +1 soak. Avian: May fly, as per page 100 of the Genesys Core
Source: GCRB p. 169 Rulebook.
Equipment:
• Claws: Brawl; Damage 5; Critical 4; Range (En-
gaged); Pierce 1.
Source: EPG p. 25

Adversaries anthology
GENESYS 91
Angry Villager (Minion) Equipment:
• Pitchfork: Melee; Damage 5; Critical 4; Range (En-
2 2 2 2 2 1 gaged); Pierce 2.
Brawn Agility Intellect Cunning Willpower Presence • Thrown torch: Ranged (Light); Damage 3; Critical
3; Range (Short(; Burn 3, Limited Ammo 1.
Soak Value w. Threshold M/r Defense
Source: EPG p. 25
2 4 0 0
Feral Lycanthrope (Nemesis)
Power Level: c 2, p 1, g 1
Skills (group only): Athletics, Melee, Ranged (Light).
3 4 2 4 2 3
Brawn Agility Intellect Cunning Willpower Presence
Talents:
Soak Value w. Threshold S. Threshold M/r Defense
• None.
3 18 16 0 0
Abilities:
• Flames of Fury: Increase the damage of a thrown Power Level: c 8, p 3, g 5
torch by +1 for each additional minion in this min- Skills: Athletics 3 (lll), Brawl 3 (lll),
ion group, to a maximum of +7. Charm 2 (llk), Coercion 2 (ll), Cool 3 (lll),
Equipment: Coordination 2 (llkk), Deception 2 (llkk),
• Pitchfork: Melee; Damage 5; Critical 4; Range (En- Perception 3 (lllk), Ranged (Light) 2 (llkk),
gaged); Pierce 2. Stealth 3 (lllk), Survival 2 (llkk).
• Thrown torch: Ranged (Light); Damage 3; Critical Talents:
3; Range (Short(; Burn 3, Limited Ammo 1. • Adversary 2: Upgrade the difficulty of all combat
Source: EPG p. 25 checks against this target twice.
Failed Experiment (Rival) Abilities:
• Bite of the Wolf: When a feral lycanthrope in their
4 2 1 2 2 1 animal form makes an unarmed attack and inflicts
Brawn Agility Intellect Cunning Willpower Presence a Critical Injury result of 51 or higher on a human
Soak Value w. Threshold M/r Defense PC or human nemesis NPC [your GM has final say
2 4 0 0 on what counts as human], the character gains the
Bite of the Wolf and Call of the Moon abilities [if the
Power Level: c 5, p 3, g 2 target is a PC, use the abilities listed in the cursed
shifter archetype found on page 20 instead]).
Skills: Brawl 3 (lllk), Coercion 3 (llk),
Resilience 4 (llll), Survival 3 (llk), • Call of the Moon: When the full moon rises, this
Vigilance 2 (ll). character transforms into a monstrous wolf or giant
hunting cat as an out-of-turn incidental; they heal
Talents: all strain they are currently suffering, increase their
• Adversary 1: Upgrade difficulty of all combat checks Brawn and Agility by one to a maximum of 5, and
against this target once. reduce their Intellect and Willpower by one to a
Abilities: minimum of 1; all opponents must halve the dam-
• Terrifying: At the start of the encounter, all oppo- age dealt to this character while transformed before
nents must make a Hard (kkk) fear check as an applying soak, unless their weapon is made of silver
out-of-turn incidental, as per page 243 of the Gene- or uses silver ammunition; the transformation lasts
sys Core Rulebook; if there are multiple sources of until the following dawn or until this character is in-
fear in the encounter, the opponents only make one capacitated due to exceeding their wound threshold.
fear check against the most terrifying enemy. • Heart of Darkness: Once per session, spend a Sto-
• Unnatural Resilience: After suffering a Critical In- ry Point to have this character transform, no matter
jury, may spend one Story Point to reduce the Crit- the circumstances; the transformation lasts until the
ical Injury result by -50; if this reduces the Critical following dawn.
Injury result to less than 01, the failed experiment Equipment:
does not suffer a Critical Injury. • Pistol: Ranged (Light); Damage 6; Critical 4; Range
• We Belong Dead: Characters targeting this charac- (Medium); Accurate 1
ter with a social skill check suffer 3 strain. • Monstrous claws and fangs: Brawl; Damage 8; Crit-
ical 2; Range [Engaged]; Knockdown.
• Hand-made leather clothing
Source: EPG p. 25

Adversaries anthology
92 GENESYS
Mad Scientist (Nemesis) Talents:
• Adversary 3: Upgrade the difficulty of all combat
2 2 5 2 3 2 checks against this target three times.
Brawn Agility Intellect Cunning Willpower Presence Abilities:
Soak Value w. Threshold S. Threshold M/r Defense • Magical Reanimation: Does not need to breathe,
3 14 20 0 0 eat, or drink; immune to poisons and toxins
• Vulnerable to Fire: Hits from fire or a weapon with
Power Level: c 6, p 7, g 5 the Burn item quality ignore this character’s soak.
Skills: Charm 2 (ll), Deception 3 (llk), Equipment:
Discipline 2 (llk), • Grasping hands: Brawl; Damage 10; Critical 4; Range
Knowledge (Science) 4 (llllk), (Engaged); Concussive 1, Ensnare 1, Knockdown.
Mechanics 3 (lllkk), Medicine 4 (llllk), • Enchanted bandages (+4 soak).
Melee 2 (ll), Skulduggery 1 (lk), Source: EPG p. 27
Vigilance 3 (lll).
Vampire (Nemesis)
Talents:
• Adversary 2: Upgrade the difficulty of all combat 4 4 4 4 4 4
checks against this target twice. Brawn Agility Intellect Cunning Willpower Presence
Abilities: Soak Value w. Threshold S. Threshold M/r Defense
• Arterial Strike: When this character inflicts a Criti- 5 20 20 0 0
cal Injury with a Melee combat check, spend a Story
Point to inflict the Bleeding Out Critical Injury in- Power Level: c 9, p 7, g 10
stead of rolling a result. Skills: Athletics 2, Brawl 4, Cool 3, Coordination 4,
• Master of the Lightning: Once per encounter, may Deception 3, Discipline 4, Knowledge (Supernatural) 2,
make a Hard (kkk) Knowledge (Science) check as Perception 3, Stealth 4, Survival 3, Vigilance 3.
an action; if successful, one target within long range
suffers 10 damage to their strain threshold (+1 dam- Talents:
age per s) and a Critical Injury; may spend aa or • Adversary 3: Upgrade the difficulty of all combat
t to inflict the same damage and a Critical Injury checks against this target three times.
on an additional target within long range. Abilities:
• They Dare Call Me Mad?: Characters targeting this • Blood Call: When this character inflicts wounds on
character with a social skill check suffer 2 strain). a target using their fangs, they heal 4 strain and 4
Equipment: wounds.
• Scalpels: Melee; Damage 3; Critical 2; Range (En- • Sunlight Sensitivity: While exposed to direct sun-
gaged); Pierce 3. light, this character halves their strain thresh-old
• Heavy lab coat: +1 soak. and wound threshold.
• Galvanic device of terrifying potential, notebook • Undead: Does not need to breathe, eat, or drink
filled with results of forbidden experiments. [except blood], can survive under-water, and is im-
Source: EPG p. 26 mune to poisons and toxins.
• Vulnerable Heart: When this character suffers a
Mummy (Nemesis) Critical Injury from a weapon made of wood, such
as a stake or crossbow bolt, they add +40 to the Crit-
5 2 4 2 4 2 ical Injury result.
Brawn Agility Intellect Cunning Willpower Presence
Equipment:
Soak Value w. Threshold S. Threshold M/r Defense
• Fangs: Brawl; Damage 5; Critical 2; Range (Engaged);
9 25 22 0 0 Ensnare 1, Pierce 2, Vicious 2.
Power Level: c 9, p 5, g 7 • Claws: Brawl; Damage 7; Critical 3; Range (Engaged);
Knock-down, Vicious 3.
Skills: Brawl 3 (lllkk), Cool 3 (llk), • Ancient but well-preserved clothing, deeds to assort-
Discipline 4 (llll), ed estates.
Knowledge (Supernatural) 4 (llll), Source: EPG p. 27
Perception 4 (llll), Stealth 3 (llk),
Survival 3 (llk), Vigilance 3 (lllk).

Adversaries anthology
GENESYS 93
POST APOCALYPSE Irradiated Mutant (Minion)
3 2 1 3 2 1
Apocalyptic Raider (Minion) Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


3 2 2 2 1 1 4 7 0 0
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Power Level: c 3, p 1, g 1


4 4 1 1 Skills (group only): Athletics, Brawl, Resilience, Surviv-
al, Vigilance.
Power Level: c 3, p 1, g 1
Talents:
Skills (group only): Athletics, Brawl, Drive, Melee, • None.
Ranged (Light).
Abilities:
Talents: • Radioactive: At the end of an encounter in which a
• None. target was hit by a combat check from this charac-
Abilities: ter, that target must make a Hard (kkk) Resilience
• Momentum: If this character performs a move ma- check or suffer one level of radiation (See A Certain
neuver, they add +3 to the damage of one hit of any Glow, EPG page 29).
successful Brawl or Melee combat checks they make Equipment:
during the same turn. • Filthy claws: Brawl; Damage 5; Critical 3; Range
Equipment: (Engaged); Vicious 2.
• Heavy blade: Melee; Damage 6; Critical 2; Range • Rags, several pieces of scrap.
(Engaged); Vicious 1. Source: EPG p. 37
• Zipgun: Ranged (Light); Damage 5; Critical 4;
Range (Short); Inferior, Limited Ammo 1.
• Sports pads: +1 soak, 1 defense.
Source: EPG p. 37

Freeholder (Rival)
2 2 2 2 3 3
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


4 4 1 1
Power Level: c 3, p 1, g 1
Skills: Coercion 2 (llk), Cool 2 (llk),
Discipline 2 (llk), Leadership 2 (llk),
Medicine 2 (ll), Ranged (Heavy) 2 (ll),
Vigilance 2 (llk).
Talents:
• None.
Abilities:
• Jack of All Trades: Once per session, may spend a
Story Point to increase ranks in one skill by two for
the remainder of the encounter.
Equipment:
• Old shotgun: Ranged (Heavy); Damage 7; Critical 3;
Range (Short); Blast 4, Knockdown, Vicious 2.
• Homespun armor: +2 soak.
• Badge of office, ledger book.
Source: EPG p. 37

Adversaries anthology
94 GENESYS
Rad-Gator (Nemesis) • Might Makes Right: After this character inflicts a
Critical Injury, decrease the difficulty of all Coercion
5 2 1 2 3 1 and Leadership checks they make by one, to a min-
Brawn Agility Intellect Cunning Willpower Presence
imum of Easy (k), until the end of the encounter;
this ability may be triggered multiple times).
Soak Value w. Threshold S. Threshold M/r Defense
• …And I’m Always Right: May make a Hard (kkk)
8 40 12 0 0 Leadership check; if successful, allies within medi-
um range may perform a second maneuver during
Power Level: c 8, p 2, g 3
their turn without suffering strain; this character
Skills: Athletics 3 (lllkk), Brawl 2 (llkkk), may spend a to increase the damage of affected al-
Cool 4 (lkkk), Perception 3 (llk), lies’ attacks by an amount equal to the a spent; both
Ranged (Heavy) 1 (lk), Stealth 3 (llk), of these effects last until the end of this character’s
Vigilance 2 (ll). next turn.
Talents: Equipment:
• None. • Heavy revolver: Ranged (Light); Damage 7; Critical
Abilities: 3; Range (Medium); Accurate 1, Limited Ammo 5.
• Amphibious: May breathe underwater and never • Aluminum bat wrapped in barbed wire: Melee;
suffers movement penalties for traveling through Damage 7; Critical 3; Range [Engaged]; Vicious 3.
water. • Spiky armor: +2 soak, when targeted by a melee
• Death Roll: When this character makes a successful combat check, may spend hh or d to have the
Brawl combat check against an immobilized target, attacker suffer 2 wounds.
it may inflict a Critical Injury without spending a • Megaphone.
or t; it may still spend aaa or t to add +10 to Source: EPG p. 38
the results.
• Eight-legged: Cannot be knocked prone or immo-
bilized.
• Silhouette 2.
STEAMPUNK
Equipment:
Airship Pirate (Minion)
• Huge crushing jaws: Brawl; Damage 10; Critical 3; 2 2 2 2 2 1
Range [Engaged]; Ensnare 2, Vicious 2.
Brawn Agility Intellect Cunning Willpower Presence
• Acid blast: Ranged (Heavy); Damage 5; Critical 2;
Range (Short); Burn 2, Pierce 4, Sunder. Soak Value w. Threshold M/r Defense
Source: EPG p. 38 3 6 0 0
Warlord (Nemesis) Power Level: c 2, p 1, g 1
5 2 1 2 3 1 Skills: Coercion, Melee, Perception, Piloting, Ranged
Brawn Agility Intellect Cunning Willpower Presence
(Light), Vigilance.

Soak Value w. Threshold S. Threshold M/r Defense Talents:


8 40 12 0 0 • None.
Abilities:
Power Level: c 6, p 4, g 3 • None.
Skills: Brawl 3 (lllkk), Coercion 4 (lllk), Equipment:
Leadership 2 (lk), Melee 2 (llkkk), • Revolver: Ranged (Light); Damage 6; Critical 3;
Ranged (Light) 2 (ll), Survival 3 (llk), Range (Medium).
Vigilance 2 (llk).
• Cutlass: Melee; Damage 4; Critical 3; Range (Engaged).
Talents: • Vest and Storm Coat: +1 soak.
• Adversary 2: Upgrade the difficulty of all combat Source: GCRB p. 157
checks against this target twice.
Abilities:

Adversaries anthology
GENESYS 95
Clockwork Animal Automaton (Rival) Equipment:
• Dueling Pistol: Ranged (Light); Damage 6; Critical
3 2 1 1 1 1 2; Range (Medium); Accurate 1, Limited Ammo 2.
Brawn Agility Intellect Cunning Willpower Presence • Rapier: Melee; Damage 3; Critical 2; Range (En-
gaged); Defensive 1, Pierce 2.
Soak Value w. Threshold M/r Defense
• Fine clothing.
5 15 0 0 Source: GCRB p. 157

Power Level: c 3, p 1, g 1 Royal Marine (Rival)


Skills: Brawl 1 (lkk), Perception 1 (l),
Survival 1 (l), Vigilance 1 (l). 3 3 2 2 3 2
Brawn Agility Intellect Cunning Willpower Presence
Talents:
Soak Value w. Threshold M/r Defense
• None.
4 12 0 0
Abilities:
• Mechanical: Does not need to breathe, eat, or drink, Power Level: c 5, p 2, g 2
and can survive underwater; immune to poisons and
Skills: Discipline 2 (llk), Melee 2 (llk),
toxins.
Perception 2 (ll), Piloting 2 (llk),
• Clockwork Fragility: If the automaton suffers a Ranged (Heavy) 2 (llk), Vigilance 2 (ll).
Critical Injury, add +20 to the result.
Talents:
• Some bird automata also have the Flyer ability (can
fly, see page 100). • Eagle Eyes: Once per encounter before making a
ranged combat check, the Royal Marine may in-
Equipment: crease their weapon’s range by one range band (to a
• Fists or claws: Brawl; Damage 5; Critical 3; Range maximum of extreme range); this lasts for the dura-
(Engaged); Disorient 2 or Vicious 1. tion of the combat check.
Source: GCRB p. 157
Abilities:
Colonial Governor (Nemesis) • Honor and Grit: When a Royal Marine exceeds their
wound threshold, they can immediately attempt a
2 2 3 4 3 3 Hard (kkk) Discipline check as an out-of-turn inci-
Brawn Agility Intellect Cunning Willpower Presence dental, healing 1 wound per s; if this reduces their
Soak Value w. Threshold S. Threshold M/r Defense current wounds below their wound threshold, the
2 12 16 0 0 Marine gets back on their feet to continue fighting.
Equipment:
Power Level: c 5, p 6, g 3
• Fusil: Ranged (Heavy); Damage 7; Critical 3; Range
Skills: Charm 3 (lll), Coercion 3 (lll), (Medium); Accurate 1.
Deception 3 (lllk), Leadership 3 (lll), • Saber: Melee; Damage 5; Critical 3; Range (Engaged).
Melee 2 (ll), Negotiation 3 (lll), • Armored Uniform: +1 soak.
Perception 2 (llkk), Ranged (Light) 2 (ll). Source: GCRB p. 157
Talents:
• Adversary 2: Upgrade the difficulty of all combat
checks against this target twice.
• Ruinous Repartee: Once per encounter, use this tal-
ent to make an opposed Charm or Coercion versus
Discipline check targeting one character within me-
dium range; if successful, the target suffers 6 strain,
plus 1 strain per s; the colonial governor heals
strain equal to the strain inflicted.
Abilities:
• For the Colony!: Once per round when targeted by
a combat check, may choose one ally within short
range, and the attack then targets that character in-
stead of the colonial governor.

Adversaries anthology
96 GENESYS
SPACE OPERA
Abilities:
• Swarm: Halve the damage dealt to the swarm be-
fore applying soak, unless the weapon has the Blast
Alien Warlord (Nemesis) or Burn quality (regardless of whether the quality is
activated).
3 2 3 2 3 4 • Consuming Swarm: May spend a maneuver to
Brawn Agility Intellect Cunning Willpower Presence
make an opposed Coordination versus Coordina-
tion check targeting one engaged opponent to im-
Soak Value w. Threshold S. Threshold M/r Defense mobilize that opponent until the end of its next turn.
5 18 28 0 0 At the start of its next turn, the opponent suffers 3
wounds, and the swarm heals 3 wounds.
Power Level: c 8, p 5, g 3
• Silhouette 2.
Skills: Coercion 3 (lll), Cool 2 (llkk),
Equipment:
Leadership 2 (llkk), Perception 3 (llk),
Ranged (Light) 3 (llk), Melee 3 (lll), • Tiny Pincers: Brawl; Damage 1; Critical 3; Range
Vigilance 3 (lll). (Engaged); Pierce 3, add jj if target is immobilized.
Source: GCRB p. 188
Talents:
• Adversary 1: Upgrade difficulty of all combat checks
Space Pirate (Minion)
against this target once. 2 3 2 2 2 1
• Coordinated Assault 3: May spend a maneuver to Brawn Agility Intellect Cunning Willpower Presence
use this talent to let all allies at medium range add
Soak Value w. Threshold M/r Defense
aa to all combat checks they make until the end of
the alien warlord’s next turn. 3 6 0 0
Abilities: Power Level: c 3 p 1, g 1
• Tactical Direction: May spend a maneuver to direct
one friendly minion group within medium range; Skills: Coercion, Coordination, Gunnery, Ranged
that group may immediately perform a free maneu- (Heavy), Melee, Vigilance.
ver or add j to its next check. Talents:
Equipment: • None.
• Finely Crafted Shudder Blade: Melee; Damage Abilities:
6; Critical 2; Range (Engaged); Pierce 2, Vicious 3, • Strength In Numbers: Adds j to combat checks
laser pistol Ranged (Light); Damage 5; Critical 3; when there are at least two other friendly nemeses,
Range (Medium); Pierce 2. rivals, or minion groups engaged in the encounter.
• Heavy Sealed Armor: +2 soak. Add j to combat checks when there are no other
• Platinum-Weave Cloak. friendly nemeses, rivals, or minion groups engaged
• Crimson banner of glorious conquest, sniveling ser- in the encounter.
vant to carry banner of glorious conquest. Equipment:
Source: GCRB p. 188 • Laser Rifle: Ranged (Heavy); Damage 6; Critical 3;
Nano-Swarm (Rival) Range (Long); Pierce 4.
• Mono-Molecular Cutlass: Melee; Damage 4; Criti-
1 3 1 1 1 1 cal 3; Range (Engaged); Pierce 2.
Brawn Agility Intellect Cunning Willpower Presence • Armored Space Suit: +1 soak.
Soak Value w. Threshold M/r Defense • A minion group of two space pirates may be armed
1 40 0 0 with a short-ranged cutter laser equipped with
a hoverplatform instead of laser rifles: Gunnery;
Power Level: c 5, p 1, g 1 Damage 9; Critical 3; Range (Medium); Breach 2,
Inaccurate 2.
Skills: Brawl 1 (l), Coordination 2 (llkk). Source: GCRB p. 187
Talents:
• None.

Adversaries anthology
GENESYS 97
Telepath (Nemesis) Xenomorph Horror (Rival)
1 1 4 3 4 2 4 3 2 3 2 1
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense Soak Value w. Threshold M/r Defense
1 10 20 0 0 6 25 0 0
Skills: Coercion 3 (lllk), Discipline 3 (lllk), Power Level: c 6, p 1, g 3
Negotiation 2 (ll), Perception 3 (llk), Skills: Brawl 2 (llkk), Stealth 3 (lll),
Vigilance 3 (lllk). Survival 3 (lll), Vigilance 3 (llk).
Talents: Talents:
• Adversary 2: Upgrade difficulty of all combat checks • None.
against this target twice.
Abilities:
Abilities:
• Apex Predator: At the start of their first turn in the
• I Know What You’re Thinking: When targeting an encounter, all opponents must make a Hard (kkk)
opponent with a social skill check, downgrade the Discipline check as an out-of-turn incidental. If they
difficulty a number of times equal to the number of fail, they are immobilized until the start of their next
l in the pool (effectively replacing all l with k). turn. If they fail with h, they are staggered until the
When targeted by a social skill check, downgrade start of their next turn instead. If you’re using the
the ability of the check a number of times equal to fear rules (see page 243), this counts as a fear check,
the number of l in the pool (effectively replacing and other effects may apply as well.
all l with k).
• Mind Bleed: As an action, may make an opposed Equipment:
Discipline vs. Discipline check against one living • Thrashing Appendage: Brawl; Damage 8; Critical 4;
target within medium range. If successful, the target Range (Engaged); Knockdown, may spend aa to
suffers 2 wounds and 2 strain per s, and the tele- knock all other characters engaged with the target
path may spend aaaa or t to inflict a Critical prone.
Injury. • Vicious Maw: Brawl; Damage 10; Critical 3; Range
• Dominate: Once per encounter, as an action, may (Engaged); Pierce 3, Vicious 3.
Source: GCRB p. 187
make an opposed Discipline versus Discipline check
against one living target within medium range. If
successful, during the target’s next turn, the telepath
dictates what actions and maneuvers they perform.
GMs should avoid actions that lead to unavoidable
character death, however, such as jumping off tower-
ing cliffs or shooting oneself in the head, since that’s
just not fun.
Equipment:
• Hoverchair, robes.
Source: GCRB p. 188

Adversaries anthology
98 GENESYS
WEIRD WAR
3; Range (Engaged); if attached to the end of a rifle,
gains the Defensive 1 quality.
• Armor Vest: +1 soak.
Source: GCRB p. 163
Arcane Scientist (Nemesis)
Occult Commando (Rival)
1 2 4 3 2 2
Brawn Agility Intellect Cunning Willpower Presence 3 2 2 3 3 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value w. Threshold S. Threshold M/r Defense
1 14 18 0 0 Soak Value w. Threshold M/r Defense
5 16 0 0
Power Level: c 4, p 3, g 4
Power Level: c 5, p 2, g 4
Skills: Charm 2 (ll), Coercion 3 (llk),
Skills: Brawl 2 (llk), Coercion 2 (llk),
Discipline 3 (lll), Knowledge 3 (lllk),
Discipline 2 (llk), Perception 2 (llk),
Medicine 3 (lllk), Ranged Light 1 (lk).
Ranged Light 2 (ll), Skulduggery 3 (llk),
Talents: Stealth 3 (llk), Vigilance 3 (lll).
• Adversary 2: Upgrade the difficulty of all combat Talents:
checks against this target twice,
• Adversary 1: Upgrade the difficulty of all combat
• Scathing Tirade: Use this talent to make an Aver- checks against this target once.
age (kk) Coercion check; for each s, one opponent
within short range suffers 1 strain; for each a, one Abilities:
affected opponent suffers 1 additional strain. • Arcane Weakness: Silver, blessed, or holy weapons
and ammunition count their Crit rating as 1 when
Abilities:
used against this character.
• Rise, My Minions!: Once per session, may make
• Unholy Animation: When hit by a combat check,
a Hard (kkk) Mechanics or Medicine check (de-
spend d to ignore all damage from the attack.
pending on the type of minions the arcane scientist
has); for each uncanceled s, one incapacitated min- Equipment:
ion within medium range heals all wounds and re- • Rune-Covered Pistol: Ranged (Light); Damage 8;
joins the encounter; it may act in the current round. Critical 3; Range (Medium); Accurate 1.
Equipment: • Wicked Knife: Melee; Damage 5; Critical 2; Range
• DEW Pistol: Ranged (Light); Damage 6; Critical 3; (Engaged); Pierce 3, Vicious 2.
Range (Short); Burn 1. • Combat Armor and Curiously Tough Skin: +2 soak.
Source: GCRB p. 163
• Lab coat, goggles.
Source: GCRB p. 163

Infantry (Minion)
2 2 2 3 3 2
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


5 5 0 0
Power Level: c 3, p 1, g 1
Skills: Discipline, Melee, Ranged Heavy.
Talents:
• None.
Abilities:
• None.
Equipment:
• Battle Rifle: Ranged (Heavy); Damage 8; Critical 3;
Range (Long), bayonet Melee; Damage 4; Critical

Adversaries anthology
GENESYS 99
GENERAL Bull (Rival)
4 2 1 1 1 1
Creatures Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


Bear (Rival) 4 20 0 0
4 2 1 1 2 1 Power Level: c 3, p 1, g 1
Brawn Agility Intellect Cunning Willpower Presence
Skills: Athletics 3 (lllk), Brawl 1 (lkkk),
Soak Value w. Threshold M/r Defense Coercion 2 (lk), Resilience 3 (lllk).
5 21 0 0 Talents:
• Bullrush: When this creature makes a Brawl combat
Power Level: c 5, p 1, g 2
check after using a maneuver to engage a target, may
Skills: Athletics 4 (llll), Brawl 3 (lllk), spend aaa or t to knock the target prone and move
Coercion 3 (llk), Perception 2 (lk), them up to one range band away from this creature.
Resilience 2 (llk), Survival 4 (lkkk).
Abilities:
Talents: • Encumbrance Capacity 18.
• Adversary 1: Upgrade the difficulty of all combat • Silhouette 2.
checks against this target once.
Equipment:
Abilities:
• Horns: Brawl; Damage 5; Critical 3; Range (En-
• Silhouette 2. gaged); Pierce 2, Vicious 4.
Equipment: Source: EPG p. 86
• Claws: Brawl; Damage 7; Critical 4; Range (En- Dog (Rival)
gaged); Concussive 1, Knockdown.
• Bite: Brawl; Damage 6; Critical 2; Range (Engaged); 2 3 1 3 2 2
Ensnare 1, Pierce 3. Brawn Agility Intellect Cunning Willpower Presence
Source: EPG p. 86
Soak Value w. Threshold M/r Defense
Big Cat (Rival) 2 5 0 0
3 4 1 3 2 2 Power Level: c 1, p 1, g 1
Brawn Agility Intellect Cunning Willpower Presence Skills: Athletics 1 (lk), Brawl 1 (lk),
Soak Value w. Threshold M/r Defense
Charm 2 (ll), Perception 1 (lkk),
Survival 1 (lkk), Vigilance 2 (ll).
3 16 2 2
Talents:
Power Level: c 4, p 2, g 2
• None.
Skills: Athletics 3 (lll), Brawl 3 (lll),
Abilities:
Cool 3 (llk), Coordination 2 (llkk),
Perception 2 (llk), Stealth 2 (llkk). • Pack Fighter: If this creature makes a successful
combat check, the next ally making a combat check
Talents: against the same target during the same round adds
• Swift: This creature does not suffer penalties for aa to the results.
moving through difficult terrain. • Silhouette 0.
Abilities: Equipment:
• Ambush Predator: When attacking a target that has • Bite: Brawl; Damage 4; Critical 3; Range (Engaged);
not yet acted during the current encounter, this crea- Knockdown.
ture adds jj to its combat checks. Source: EPG p. 87
• Pounce: Once per turn, while at short range this
creature may perform a move maneuver to engage a
target as an incidental.
Equipment:
• Claws and fangs: Brawl; Damage 6; Critical 2; Range
(Engaged); Vicious 3.
Source: EPG p. 86

Adversaries anthology
100 GENESYS
Elephant (Nemesis) Horse (Minion)
5 1 2 2 2 3 4 3 1 1 1 1
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense Soak Value w. Threshold M/r Defense
7 35 18 0 0 4 5 0 0
Power Level: c 3, p 1, g 1
Power Level: c 8, p 3, g 3
Skills (group only): Athletics, Resilience.
Skills: Athletics 1 (lkkkk), Brawl 2 (llkkk),
Discipline 2 (ll), Survival 2 (ll), Talents:
Vigilance 3 (llk). • None.
Talents: Abilities:
• None. • Encumbrance Capacity 12.
Abilities: • Silhouette 2.
• Encumbrance Capacity 30. Equipment:
• Silhouette 3. • Hooves: Brawl; Damage 4; Critical 4; Range (En-
• Toss: After making a combat check, this creature gaged); Knockdown, Stun 3.
may spend t to move the target up to short range, Source: EPG p. 87
inflict 4 strain, and knock the target prone. Kraken (Nemesis)
Equipment:
• Tusks and trampling feet: Brawl; Damage 10; Criti- 6 3 1 3 1 1
cal 4; Range (Engaged); Knockdown. Brawn Agility Intellect Cunning Willpower Presence
Source: EPG p. 87 Soak Value w. Threshold S. Threshold M/r Defense
Falcon (Rival) 7 35 18 0 0

1 3 1 2 1 1 Power Level: c 16, p 1, g 2


Brawn Agility Intellect Cunning Willpower Presence Skills: Athletics 4 (llllkk), Brawl 4 (llllkk),
Soak Value w. Threshold M/r Defense Perception 2 (llk), Survival 2 (llk).
1 4 0 1 Talents:
Power Level: c 1, p 1, g 1 • Adversary 2: Upgrade the difficulty of all combat
checks against this target twice.
Skills: Athletics 2 (lk), Brawl 2 (lk),
Perception 3 (llk), Vigilance 3 (lkk). Abilities:
• Amphibious: This creature may breathe underwater
Talents:
and never suffers movement penalties for traveling
• None. through water.
Abilities: • Crush: While engaged with a vehicle, this creature may
• Flyer: Can fly; see page 100 of the Core Rulebook. make a Hard (kkk) Athletics check as an action; if
• Silhouette 0. the check is successful, the vehicle suffers a Critical Hit
and may not move during the following round.
Equipment:
• Multitentacled: After making a successful combat
• Claws and beak: Brawl; Damage 3; Critical 3; Range
check, this creature may spend 3 strain to inflict one
(Engaged); Vicious 1.
Source: EPG p. 87
additional hit with its thrashing tentacles against one
other target within short range that is no more diffi-
cult to hit than original target, dealing base damage
+1 per s; it may do so up to three times.
• Silhouette 5.
Equipment:
• Multiple thrashing tentacles: Brawl; Damage 8;
Critical 5; Range (Short); Ensnare 3, Knockdown.
• Piercing beak: Brawl; Damage 15; Critical 2; Range
(Engaged); Breach 1, Vicious 3.
Source: EPG p. 87

Adversaries anthology
GENESYS 101
Shark (Rival) Wolf (Minion)
3 3 1 1 2 1 2 3 1 3 2 1
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Soak Value w. Threshold M/r Defense
4 21 0 0 2 5 0 0
Power Level: c 5, p 1, g 2 Power Level: c 2, p 1, g 2
Skills: Athletics 3 (lll), Brawl 4 (lllk), Skills (group only): Athletics, Brawl, Coercion, Survival.
Perception 3 (lkk), Stealth 2 (llk), Talents:
Vigilance 2 (ll).
• None.
Talents:
Abilities:
• Adversary 1: Upgrade difficulty of all combat checks
• Pack Tactics: When this creature's minion group
against this target once.
consists of at least two minions and is engaged with
Abilities: a target, they can spend a maneuver to prevent the
• Aquatic: This creature suffers no penalties for mov- target from disengaging from the minion group un-
ing through water and can breathe underwater, but til the end of their next turn and to add aa to their
cannot move or survive on land. next combat check against that target.
Equipment: • Silhouette 0.
• Powerful jaws: Brawl; Damage 8; Critical 2; Range Equipment:
(Engaged); Ensnare 1, Vicious 4. • Bite: Brawl; Damage 5; Critical 3; Range (Engaged);
Source: EPG p. 88 Knockdown, Vicious 1.
Venomous Snake (Rival) Source: EPG p. 88

3 3 1 1 2 1
Civilians
Brawn Agility Intellect Cunning Willpower Presence Advisor (Nemesis)
Soak Value w. Threshold M/r Defense
4 21 0 0 6 3 1 3 1 1
Brawn Agility Intellect Cunning Willpower Presence
Power Level: c 1, p 1, g 1
Soak Value w. Threshold S. Threshold M/r Defense
Skills: Brawl 2 (llk), Coercion 2 (ll),
7 35 18 0 0
Perception 2 (lk), Survival 2 (lk).
Talents: Power Level: c 2, p 1, g 2
• None. Skills: Cool 3 (lkk), Deception 3 (lll),
Abilities: Discipline 3 (lkk), Knowledge 4 (lkkk),
• Neurotoxin: If this creature inflicts wounds with a Perception 2 (llk), Vigilance 2 (lk).
combat check, the target must make a Hard (kkk) Talents:
Resilience check; upon failure, the target suffers 5 • Second Wind 3: Once per encounter as an inciden-
wounds, plus 1 strain per h; d means the target tal, may heal 3 strain.
must make another Resilience check at the same
Abilities:
difficulty at the start of their next turn or suffer the
same effects. • Take a Breath: Once per encounter, may suffer 2
strain as an out-of-turn incidental during an ally’s
• Silhouette 0.
turn; the ally loses a maneuver and either heals 6
Equipment: strain or may reroll a fear check they just failed.
• Fangs: Brawl; Damage 2; Critical 5; Range [En-
Equipment:
gaged); Pierce 2.
Source: EPG p. 88
• None.
Source: EPG p. 88

Adversaries anthology
102 GENESYS
Blueblood (Rival) Fixer (Rival)
1 2 2 3 3 2 3 3 3 1 2 1
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Soak Value w. Threshold M/r Defense
1 9 0 0 3 12 0 0
Power Level: c 1, p 3, g 2 Power Level: c 1, p 1, g 3
Skills: Charm 1 (lk), Coercion 3 (lll), Skills: Athletics 1 (lkk), Computers 3 (lll),
Discipline 1 (llk), Knowledge 4 (llkk), Knowledge 1 (lkk), Mechanics 3 (lll),
Leadership 3 (llk), Perception 1 (lkk). Negotiation 2 (lk), Perception 3 (lkk).
Talents: Talents:
• None. • None.
Abilities: Abilities:
• Let Me Get You Something: Once per encounter, • Many Hands Make Light the Load: If this character
this character may give another character 100 cur- provides assistance when another character makes a
rency to downgrade the difficulty of the next social Mechanics check to repair a vehicle, increase the hull
check they make targeting that character. trauma or system strain repaired by 2; if the check is
Equipment: being made to repair a Critical Hit, reduce the diffi-
culty of the check by 1, to a minimum of Easy (k);
• Formal clothing, expensive jewelry, unlimited funds.
Source: EPG p. 89
this is in addition to the other benefits of assistance.
Equipment:
Healer (Rival)
• Toolkit.
1 2 3 2 2 3 Source: EPG p. 89

Brawn Agility Intellect Cunning Willpower Presence Laborer (Minion)


Soak Value w. Threshold M/r Defense
1 9 0 0
3 2 2 2 2 1
Brawn Agility Intellect Cunning Willpower Presence
Power Level: c 1, p 2, g 4
Soak Value w. Threshold M/r Defense
Skills: Cool 1 (lkk), Discipline 2 (ll), 3 6 0 0
Knowledge 3 (lll), Medicine 4 (lllk),
Negotiation 1 (lkk), Perception 1 (lk). Power Level: c 1, p 1, g 1

Talents: Skills (group only): Athletics, Brawl, Resilience.


• Surgeon 2: When making Medicine checks to heal Talents:
wounds, heals 2 additional wounds. • None.
Abilities: Abilities:
• Time to Heal: If this character is caring for a char- • None.
acter who is benefiting from natural rest, the resting Equipment:
character heals 2 wounds each night and decreases
• Fists: Damage 3; Brawl; Critical 5; Range (Engaged);
the difficulty of any Resilience checks they make to
Disorient 1, Knockdown.
heal Critical Injuries by 1, to a minimum of Easy (k).
• Work clothes.
Equipment: Source: EPG p. 89
• Healer’s garb, doctor’s tools.
Source: EPG p. 89

Adversaries anthology
GENESYS 103
Leader (Nemesis) Equipment:
• None.
2 2 3 3 4 4 Source: EPG p. 89

Brawn Agility Intellect Cunning Willpower Presence Paper Pusher (Minion)


Soak Value w. Threshold S. Threshold M/r Defense
2 12 15 0 0 2 2 2 2 2 3
Brawn Agility Intellect Cunning Willpower Presence

Power Level: c 1, p 8, g 3 Soak Value w. Threshold M/r Defense


Skills: Charm 3 (lllk), Cool 2 (llkk), 3 6 0 0
Deception 2 (lkk), Discipline 2 (llkk), Power Level: c 1, p 2, g 2
Knowledge 3 (lll), Leadership 3 (lllk),
Vigilance 1 (lkkk). Skills (group only): Cool, Computers, Knowledge,
Perception.
Talents:
Talents:
• Adversary 1: Upgrade difficulty of all combat checks
against this target once. • None.
• Clever Retort: Once per encounter, add hh to an- Abilities:
other character’s social skill check. • Red Tape: Once per encounter, as an action, make
• Ruinous Repartee: Once per encounter, may make an opposed Knowledge versus Cool check targeting
an opposed Charm versus Discipline check against a one character in the encounter; if successful, the tar-
character within medium range (or within ear-shot); get increases the difficulty of all social skill checks
if successful, target suffers 8 strain, plus 1 per s, and they make by two, to a maximum of Formidable
this character heals strain equal to strain inflicted. (kkkk), until the end of the encounter.
Abilities: Equipment:
• Let’s Make a Deal: If this character knows an oppo- • Attire appropriate to the place of work.
nent’s Desire Motivation, when this character inflicts Source: EPG p. 89
strain on the opponent, the opponent suffers 4 addi- Seller (Nemesis)
tional strain.
Equipment: 2 1 2 3 2 4
• Formal clothing. Brawn Agility Intellect Cunning Willpower Presence
Source: EPG p. 90 Soak Value w. Threshold S. Threshold M/r Defense
Manager (Rival) 2 7 12 0 0

2 2 2 2 2 3 Power Level: c 1, p 5, g 2
Brawn Agility Intellect Cunning Willpower Presence Skills: Charm 2 (llkk), Cool 3 (lllk),
Soak Value w. Threshold M/r Defense Deception 3 (lll), Knowledge 2 (ll),
3 6 0 0 Negotiation 3 (lllk), Streetwise 1 (lkk).

Power Level: c 1, p 3, g 1 Talents:


• Indomitable: Once per encounter, if this charac-
Skills: Charm 1 (lkk), Leadership 3 (lll), ter would otherwise become incapacitated due to
Operating 1 (lk), Vigilance 2 (ll). exceeding their wound or strain threshold, spend a
Talents: Story Point to delay incapacitation until the end of
• Improved Inspiring Rhetoric: As an action, may their next turn; if this character reduces their strain or
make an Average (kk) Leadership check; for each wounds to their threshold or below before the end of
s, one ally within short range heals 1 strain; for their next turn, they are not incapacitated.
each a, one ally benefiting from Inspiring Rhetoric • Second Wind 3: Once per encounter as an incidental,
heals 1 additional strain; all allies affected by Inspir- may heal 3 strain.
ing Rhetoric add j to all skill checks for 3 rounds. Abilities:
Abilities: • None.
• Corporate Oversight: When performing the assist ma- Equipment:
neuver, add shh to the result instead of adding j.
• Rumpled and worn professional attire.
Source: EPG p. 90

Adversaries anthology
104 GENESYS
Tracker (Rival) Martial
2 3 2 3 3 1 Ace (Rival)
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


2 4 2 2 2 3
Brawn Agility Intellect Cunning Willpower Presence
2 11 1 1
Soak Value w. Threshold M/r Defense
Power Level: c 2, p 2, g 3
2 8 0 0
Skills: Athletics 2 (ll), Coercion 1 (lkk),
Ranged 3 (lll), Survival 4 (lllk), Power Level: c 3, p 2, g 2
Vigilance 3 (lll). Skills: Charm 1 (lkk), Coordination 2 (llkk),
Talents: Gunnery 3 (lllk), Mechanics 1 (lk),
Piloting 4 (llll), Ranged 2, Vigilance 2.
• Hamstring Shot: Once per round, on a successful
ranged combat check against a non-vehicle target Talents:
within range, halve the damage inflicted (before ap- • Barrel Roll: When piloting a starfighter or air-plane
plying soak) to immobilize the target until the end of silhouette 3 or less, after suffering a hit, may suffer
of its next turn. 3 system strain to reduce the damage by four as an
Abilities: incidental.
• None. • Defensive Driving 2: Increase the defense of any ve-
hicle this character pilots by two.
Equipment:
Abilities:
• None.
Source: EPG p. 91 • None.

Wanderer (Rival) Equipment:


• None.
2 3 2 3 3 1 Source: EPG p. 91

Brawn Agility Intellect Cunning Willpower Presence Attacker (Rival)


Soak Value w. Threshold M/r Defense
3 6 0 0 4 2 2 1 3 2
Brawn Agility Intellect Cunning Willpower Presence
Power Level: c 2, p 2, g 4
Soak Value w. Threshold M/r Defense
Skills: Brawl 2 (ll), Charm 2 (lk), Cool 1 (l), 4 14 0 0
Knowledge 2 (ll), Mechanics 1 (lk),
Negotiation 1 (l), Resilience 3 (llk), Power Level: c 3, p 2, g 2
Streetwise 2 (llk), Survival 2 (llk), Skills: Athletics 2 (llkk), Brawl 2 (llkk),
Vigilance 3 (lll). Coercion 2 (llk), Coordination 3 (llk),
Talents: Discipline 2 (llk), Melee 2 (llkk).
• Animal Companion: Has a silhouette 0 animal Talents:
companion; once per round, may spend a maneuver • Adversary 1: Upgrade difficulty of all combat checks
to direct the animal to perform one action and one against this target once.
maneuver during this character's turn.
Abilities:
Abilities: • Momentum: If this character performed a move
• Been There, Done That: When providing assistance, maneuver, they add 3 to the damage of one hit of any
this character adds sa to the results in-stead of j) successful Brawl or Melee combat checks they make
Equipment: during the same turn.
• Fists: Damage 3; Brawl; Critical 5; Range (Engaged); Equipment:
Disorient 2, Knockdown. • None.
• Rugged clothes. Source: EPG p. 91
Source: EPG p. 91

Adversaries anthology
GENESYS 105
Defender (Nemesis) General (Nemesis)
4 3 2 2 3 2 2 2 3 3 3 4
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense Soak Value w. Threshold S. Threshold M/r Defense
2 7 12 0 0 2 16 16 1 1
Power Level: c 5, p 3, g 2 Power Level: c 4, p 6, g 3
Skills: Athletics 1 (lkkk), Cool 1 (lk), Skills: Coercion 4 (lllk), Cool 2 (llkk),
Discipline 3 (lll), Melee 3 (lllk), Knowledge 3 (lll), Leadership 5 (llllk),
Ranged 3 (lll), Vigilance 3 (lll). Melee 1 (lk), Ranged 1 (lk).
Talents: Talents:
• Body Guard 2: As a maneuver, may suffer up to 2 • Adversary 2: Upgrade difficulty of all combat checks
strain to upgrade the difficulty of all combat checks against this target twice.
targeting one ally engaged with this character a num- • Coordinated Assault 4: Once per turn, may spend
ber of times equal to the strain suffered. a maneuver to add a to the results of all combat
• Rapid Reaction 2: May suffer up to 2 strain to add an checks made by five allies within long range until the
equal number of s to a Vigilance or Cool check to end of this character’s next turn.
determine Initiative order. Abilities:
Abilities: • Strategic Coordination: Once per encounter, may
• None. make a Daunting (kkkk) Leadership check; if
Equipment: successful, until the end of the encounter, all allies
in the encounter may perform an additional move
• None.
Source: EPG p. 92
maneuver on their turn without downgrading their
action or suffering strain—but they still may only
Field Leader (Rival) perform two maneuvers during their turn.

3 3 2 2 3 3 Equipment:
Brawn Agility Intellect Cunning Willpower Presence
• Uniform.
Source: EPG p. 92
Soak Value w. Threshold M/r Defense
3 15 0 0 Gunner (Minion)
Power Level: c 3, p 3, g 1 3
2 2 2 2 1
Skills: Cool 1 (lkk), Discipline 1 (lkk), Brawn Agility Intellect Cunning Willpower Presence
Drive 2 (llk), Leadership 2 (llk), Melee 2 (llk),
Soak Value w. Threshold M/r Defense
Perception 1 (lk), Ranged 2 (llk),
Survival 1 (lk). 2 4 0 1
Talents: Power Level: c 1, p 2, g 2
• Adversary 1: Upgrade difficulty of all combat checks Skills (group only): Athletics, Discipline, Gunnery,
against this target once. Mechanics.
• Field Commander: As an action, make an Average Talents:
(kk) Leadership check; if successful, 3 allies may • None.
immediately perform one maneuver as an out-of-
turn incidental. Abilities:
• None.
Abilities:
• None. Equipment:
• None.
Equipment: Source: EPG p. 92
• None.
Source: EPG p. 92

Adversaries anthology
106 GENESYS
Medic (Rival) Sapper (Rival)
2 2 2 1 2 2 2 3 2 3 2 1
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Soak Value w. Threshold M/r Defense
3 15 0 0 2 13 0 0
Power Level: c 1, p 2, g 3 Power Level: c 2, p 1, g 4
Skills: Athletics 3 (llk), Cool 3 (llk), Skills: Athletics 2 (ll), Discipline 2 (ll),
Discipline 2 (ll), Medicine 2 (ll), Melee 2 (ll), Mechanics 4 (llkk), Melee 3 (llk),
Ranged 1 (lk). Perception 2 (llk), Ranged 2 (llk),
Talents: Resilience 4 (llkk).
• Combat Medicine 2: Before making a Medicine Talents:
check, this character may add ss to the results; • None.
after the check is resolved, the target suffers 4 strain. Abilities:
• Painkiller Specialization 2: When this charac- • Destroy Terrain: When engaged with a silhouette
ter uses painkillers, the target heals 2 additional 2 or smaller terrain feature that is providing cover
wounds; the sixth painkiller and beyond each day or obstructs movement—such as a section of fence,
still have no effect. foxhole, door, or sandbagged emplacement—this
Abilities: character may spend an action and make a Hard
• None. (kkk) Mechanics check; if the check succeeds the
terrain feature is destroyed and no longer provides
Equipment:
cover or obstructs movement.
• 2 painkillers (or setting equivalent), medical sup-
• Flush Target: After making a combat check target-
plies (can make Medicine checks without penalty).
Source: EPG p. 93
ing a character in cover, may spend aa or t to
force the character to immediately move out of cover
Ranger (Rival) as an out-of-turn incidental.

3 4 2 3 2 1 Equipment:
Brawn Agility Intellect Cunning Willpower Presence
• Hatchet or similar tool: Melee (Light); Damage 4;
Critical 3; Range (Engaged); Vicious 1.
Soak Value w. Threshold M/r Defense Source: EPG p. 93
3 15 0 0
Warrior (Minion)
Power Level: c 4, p 2, g 4
Skills: Athletics 2 (llk), Cool 3 (lkk), 3 2 2 2 2 1
Melee 1 (lkk), Perception 3 (lll), Brawn Agility Intellect Cunning Willpower Presence

Ranged 3 (lllk), Stealth 3 (lllk), Soak Value w. Threshold M/r Defense


Survival 4 (lllk). 3 5 0 1
Talents: Power Level: c 1, p 1, g 1
• Adversary 2: Upgrade difficulty of all combat checks
Skills (group only): Athletics, Brawl, Discipline, Me-lee,
against this target twice.
Ranged.
• Hamstring Shot: Once per round, on a successful
ranged combat check against a non-vehicle target Talents:
within range, halve the damage inflicted (before ap- • None.
plying soak) to immobilize the target until the end Abilities:
of its next turn. • None.
• Heightened Awareness: Allies within short range
add j to Perception and Vigilance checks; engaged Equipment:
allies add jj instead. • Fists: Brawl; Damage 3; Critical 5; Range (Engaged);
Disorient 1, Knockdown.
Abilities: Source: EPG p. 92
• None.
Equipment:
• None.
Source: EPG p. 93

Adversaries anthology
GENESYS 107
APPENDIX I
Adversary Abilities
Ancestral Gaze: While within short range of another
adversary of their kind, this character adds s to their
combat checks and t if the opponent is a dragon)
This is the list of all unique adversary abilities. The de-
scriptions have been made generic to ease their use of And Just Like That...: May spend hhh or d from
creating your own custom adversaries. checks made by enemy characters in the current encoun-
ter to hide of blend into the crowd; enemies must make a
Æmberbelly: A character may make a Hard (kkk) Sur-
successful opposed Perception or Vigilance versus Stealth
vival check to open up a freshly slain Æmberdrake and
check to locate this character until she makes a combat
remove two Æmber per s and five per t spent from
check or otherwise reveals themself.
the check in this way.
And Stay Down: When making a Brawl or Melee combat
Æmber-Do: Once per encounter, may spend a Story
check targeting a prone opponent, add saa to the results.
Point before making a skill check to double this char-
acter's Brawn value and require 1 fewer a to activate any Animal Adversary: d may be spend on a failed check
item quality for that check. this character makes during a turn in which they direct
their animal companion to have the companion make
Æmber Eater: After making a successful Brawl combat
a combat check as an out-of-turn action targeting this
check, may spend aa or t to devour 1 Æmber the
character; t may be spent on this combat check to also
target possesses.
have the animal run away.
Æmber Extractor: A character may make a Hard (kkk)
Annoying: Adds j to Coercion checks.
Survival check to dig one Æmber out of a destroyed tree
and may spend t to extract two Æmber per t spent Apex Predator: At the start of their first turn in the en-
this way. counter, all opponents must make a Hard (kkk) Disci-
pline check as an out-of-turn incidental. If they fail, they
Æmber Fever: When this character makes or assists a
are immobilized until the start of their next turn. If they fail
check that involves Æmber, the character making the
with h, they are staggered until the start of their next turn
check may spend aa to add shh to the results.
instead. If you’re using the fear rules (see page 243), this
Æmberspines: A character may make a Hard (kkk) counts as a fear check, and other effects may apply as well.
Survival check to extract one Æmber per s and two
Apparent Precognition: Once per encounter when mak-
Æmber per t spent from a freshly defeated snufflega-
ing a combat check, may use Discipline and Willpower
tor's spines.
instead of the normal skill and characteristic.
A Good Death: As an incidental, at the start of its turn
Aquatic: This character never treats water as difficult ter-
a minion group that is engaged with an enemy may re-
rain and can breathe underwater
move a member of its group as a casualty to add +6 dam-
age to the minion group’s attack in that turn. Arboreal: Treats foliage as clear terrain
All Seeing Eye: If this character has access to a server, Arcane Weakness: Silver, blessed, or holy weapons and
increase the strength of all sentry ice on that server by 2. ammunition count their Crit rating as 1 when used
against this character.
Aggressive Fighter: This character adds a to combined
checks they make to attack with two melee weapons. Bad Rep: When another character fails a check targeting
this character, that character suffers 2 strain.
Airborne: Can fly; see page 100 of the Genesys Core Rulebook.
Been There, Done That: When providing assistance, this
Airborne Expertise: May remove jj from Operating
character adds sa to the results in-stead of j.
checks character in the encounter make to control an
Belief through Power: Whenever an ally within short
airship or other flying vehicle.
range makes a successful combat check, other allies in
Ambush Predator: When attacking a target that has not the encounter recover 2 strain.
yet acted during the current encounter, this creature adds
Bestial Rage: Once this character or minion group has tak-
jj to its combat checks.
en damage, reduces the Critical rating of its attacks to 1.
Amorphous: As an incidental, this character may in-
crease or decrease its silhouette by 1. Better to Be Feared: May spend hh from an opponent's
check to give that opponent the Fear (this character) Moti-
Amphibious: This creature may breathe underwater
vation until the end of the session in addition to their oth-
and never suffers movement penalties for traveling
er motivations. This character always knows when other
through water.
characters have the Fear (this character) Motivation.

Adversaries anthology
108 GENESYS
Bioroid: Does not need to breathe, eat, or drink; can sur- Catlike: May make a maneuver to move normally up
vive in vacuum and underwater; is immune to poisons and down vertical surfaces, across ropes, and over other-
and toxins; and cannot knowingly endanger humans. wise impassable structures.
Blend with the Wilds: In wilderness areas, Kindrith Catlike Agility: Once per turn, may spend a Story Point
Rangers gain defense 1. to move to any location within short range as an inciden-
Blood Call: When this character damages a target using tal, including locations that are vertically distant or have
fangs or a magic attack, they heal wounds equal to the no easy access route.
wounds inflicted. Causing Chaos: During a Network encounter, may spend
Blood Frenzy: While at least one opponent in an en- an action to make a Hard (kkk) Knowledge (The Net)
counter is suffering a Critical Injury, this character in- check; if successful, opponents must upgrade the difficulty
creases the base damage of its attacks by 2. of checks made on the system for the rest of the encoun-
ter twice, and allies must upgrade the difficulty of checks
Blood Mist: If this character suffers damage in excess of
made on the system for the rest of the encounter once.
their Wound Threshold, they are not incapacitated, but
takes the form of a cloud of blood mist. While in this Challenge Accepted!: Once per session, may spend a
form, this character can fly (see page 100 of the Genesys Story Point to count as having 3 ranks in any skill they
Core Rulebook) and does not suffer damage from physi- do not posses until the end of the encounter.
cal attacks. If they suffer additional damage from a mag- Charismatic Menace: Allies within short range add s
ical attack, they become incapacitated as normal and to checks they make; opponents within short range add
resumes corporeal form). h to checks they make.
Bloodthirst: When this character inflicts wounds with Chronal Absorption: For every round that passes in an
its fangs, it heals an equal number of wounds. encounter featuring a timehog, an hour passes outside of
Bone Spurs: When this character is targeted by a melee the encounter.
combat check they may spend hhh or d to cause the Claw Sweep: May spend a from a Brawl check to hit an
attacker to suffer 3 wounds. additional engaged opponent that would be no more
Boosted Intellect: May suffer 1 strain to add s to any difficult to attack than the original target, dealing base
Intellect-based check. damage +1 damage per s.
Broken Nisei Conditioning: When inflicting a Critical Clockwork fragility: If the automaton suffers a Critical
Injury or Critical Hit, roll twice and choose the more se- Injury, add +20 to the result). Some bird automata also
vere result. have the Flyer ability (can fly, see page 100).
Brutal Training: When this character directs its mount, Close Ranks: While within short range of another guard
the mount may perform an action and a maneuver and is minion group, both groups gain 1 melee defense.
not limited to using its maneuvers to move. Cold Killer: Once per encounter when this character in-
Burn It Down: This character adds aa to the results of capacitates a target, they may force all allies of the target
checks they make targeting authority figures. to make an Average (kk) Discipline check as an out-of-
turn incidental. If they fail, they lose their free maneuver
Cage of Roots: Once per round after a character moves
during their next turn; if you're using the fear rules (page
within medium range of this character, this character may
243 CRB), this counts as a fear check, and other effects
perform an out-of-turn incidental to immobilize that
may apply as well.
character for the remainder of the encounter. As an ac-
tion an immobilized character can attempt a Hard (kkk) Combat Bioroid: Does not need to breathe, eat, or drink;
Athletics check on their turn to no longer be immobilized. can survive in vacuum and underwater; is immune to
poisons and toxins.
Caissa Icebreaker Suite: When encountering ice, reduce
that ice's strength by 2 and increase the h require to ac- Community Volunteer: May use Knowledge (Society)
tivate negative effects by 1. instead of Charm, Coercion, Or negotiation during so-
cial interactions with undercity residents.
Calm Center: May remove j from Cool, Discipline, and
Vigilance checks. Consuming Swarm: May spend a maneuver to make an
opposed Coordination versus Coordination check tar-
Camouflaged Scales: This character adds jj to Stealth
geting one engaged opponent to immobilize that oppo-
checks in (X) surroundings.
nent until the end of its next turn. At the start of its next
Can't Stop Experimenting!: While a Logos Researcher is turn, the opponent suffers 3 wounds, and the swarm
present in an encounter, the GM may spend d from any heals 3 wounds.
check to force all other characters to make a Hard (kkk)
Contingency Plan: During any encounter this charac-
Vigilance or Coordination check as an out-of-turn inci-
ter or allies may spend a Story Point when an opponent
dental; anyone who fails suffers 4 wounds and 4 strain.
would learn their location or identity instead.

Adversaries anthology
GENESYS 109
Corporate Oversight: When performing the assist ma- Disperse!: Once per encounter, as an action, may force
neuver, add shh to the result instead of adding j. all non-allied characters within medium range to make
Corrupt Æmber: May spend hhh or d from any an Average (kk) Discipline check as an out-of-turn inci-
Melee or Brawl check targeting this character to corrupt dental; those who fail must spend their next turn moving
1 Æmber the opponent carries (this essentially destroys away from this character or minion group and attempt-
the Æmber, with other effects as determined by the GM). ing to leave the encounter if possible.
Creature of the (X): This character reduces the difficulty Dominate: May use the Dominate action once per en-
of Arcana checks by one, to a minimum of Easy (k), and counter, making an opposed Charm vs. Discipline check
increases the base damage of their Attack spells by three. targeting one character in short range; if successful, the
Critical Numbers: Adds a to combat checks if there are target is immobilized for 1 round per uncanceled s, and
two or more members in the minion group. this character may spend t to stagger the target for 1
round).
Cruel Empathy: When a character within short ranged
makes a check that generates d, the Terror removes 1 Draconic Heritage: This character reduces the damage
strain. they take from fire and similar sources by 3.
Crush: While engaged with a vehicle, this creature may Drain Vigor: As an Incidental, at the start of their turn,
make a Hard (kkk) Athletics check as an action; if the characters engaged with a gurgle pool must make a Hard
check is successful, the vehicle suffers a Critical Hit and may (kkk) Resilience check or suffer 3 strain.
not move during the following round. Drag: Can use a maneuver to move a target affected by
Crushing Bite: May spend t from a successful Brawl its thorny vines’ Ensnare quality to engaged range.
check to increase the base damage of its jaws to 14. Dragged to Doom: May spend a maneuver to pull an
Cyberbyte: After making a combat check, may spend t immobilized foe within short range to engaged range.
to have the target suffer a hit dealing damage equal to the Dreamwalker: Once per session, this character can
base damage of one powered weapon the target possess- spend a Story Point to either re-roll the dice pool after
es of the cyber rat's choice. making a check, or to force a PC to re-roll the dice pool
Cybereyes: May see in infrared and may remove up to after the PC makes a check.
jj added to this character's check due to darkness. Dubious of Authority: When targeted by a Coercion or
Dangerous Connections: May spend aaa or t from Leadership check, may oppose this check with Decep-
a social skill check they make targeting a PC to move one tion and Cunning (instead of Discipline and Willpower).
Story Point from the player pool to the GM pool. Early Warning: Adds j to its operator's checks to deter-
Dark Sight: Can see in the absence of light without pen- mine Initiative.
alty. Ease of the Wilds: When a character within short range
Dark Vision: When making skill checks, this character of this character removes strain at the end of an encoun-
remove up to jj imposed due to darkness. ter, that character and this character both remove two
Datasniffers: May spend hhh or d from any character's additional strain.
check to have this character learn their present location. Ease Your Worries: Whenever allies at short range
Dauntless: This character upgrades the ability of Disci- would suffer strain involuntarily, they suffer 2 less strain,
pline checks they make to resist fear or intimidation once. to a minimum of 0.
Deadly Distraction: This character decreases the diffi- Eating Time: As an action, may make an opposed Sur-
culty of combat checks it makes that target a character vival versus Discipline check targeting one character at
immobilized or staggered by its Irresistible Song by one. short range; if successful, the timehog may perform one
additional maneuver during its turns for the remainder
Destroy Terrain: When engaged with a silhouette 2 or of the encounter without suffering strain (it still may
smaller terrain feature that is providing cover or obstructs only perform two maneuvers during its turn); the target
movement—such as a section of fence, foxhole, door, or loses its free maneuver during its turn for the remainder
sandbagged emplacement—this character may spend an of the encounter.
action and make a Hard (kkk) Mechanics check; if the
check succeeds the terrain feature is destroyed and no Edutainment: When assisting with or making a com-
longer provides cover or obstructs movement. bine Knowledge check add j to the check (information
Direct Access: When jacking in from within the same added typically comes in the form of a song).
building as the target server, automatically succeeds Elemental Mastery: The first effect this character adds to
when making an access system check. a spell does not increase the difficulty of the Arcana check.

Adversaries anthology
110 GENESYS
Elemental Runes: Each of these characters takes on differ- Feed on the Fallen: At the end of the eater of the dead's
ent traits depending on its animating rune. Select one rune turn, if at short range of one or more non-demon char-
for each individual. Fire: add ss to checks the this charac- acters suffering Critical Injuries, may heal a number of
ter makes to determine initiative. Ice: upgrade the difficulty wounds that it is suffering equal to the total number of
of social skill checks targeting this character once. Light- Critical Injuries.
ning: this character may perform a second maneuver with- Feel the Pain: When targeted by a melee combat check,
out suffering strain. Stone: this character’s soak increases to may spend hh or d from the results to cause the at-
8. Other runes can be used at the GM’s discretion. tacker to suffer 3 strain.
Enhanced Auto-Bracing: Using the Auto-fire quality Feel the Agony: When targeted by a melee combat
does not increase the difficulty of combat checks; each check, may spend hh or d to cause the attacker to suf-
time the Ares triggers and additional hit, it suffers 1 strain. fer 4 strain.
Enhanced Strength: May suffer 1 strain to add s to Flameborn: This character does not suffer damage from
Athletics or Brawl checks. natural heat or flame, and doubles its soak for purposes
Enhancecd Healing: May suffer 1 strain before making of reducing damage from magical fire.
a Resilience check to heal a Critical Injury to add s to Flattery Gets You Everywhere: If this character knows
the result and increases the number of wounds healed by an opponent's Strength Motivation, when this character
natural rest by 1. inflicts strain on the opponent, the opponent suffers 3
ESW Drone Master: May control two rival drones or additional strain.
minion groups of up to 5 drone minions; may spend a Flush Target: After making a combat check targeting a
maneuver to direct all controlled drones to perform an character in cover, may spend aa or t to force the
action and maneuver during their turn. character to immediately move out of cover as an out-of-
Expert Scrounger: While this character is present in an turn incidental.
encounter, add jj to checks friendly characters make Flyer: Can fly; see the Flying sidebar on page 100 of the
to search an area. Genesys Core Rulebook.
Explains Things: Allies at short range add k to Knowl- Focus Fire: When making a combat check, add a to the
edge (Æmber) checks they make. results for every other character in the minion group.
Exploration Maven: While exploring (or telling stories For the Alliance!: When making a combat skill check,
of his explorations), whenever Quixo recovers strain, he Captain Jericho may spend a to let a member of her crew
removes three additional strain and friendly characters in the current encounter immediately perform a maneu-
within short range suffer 1 strain. ver as an out-of-turn incidental; she may instead spend
Exploratory Romp: May spend an action to make a aaa or t to let up to thee crew members in the cur-
Hard (kkk) Computer (Hacking) check; if successful rent encounter perform an immediate action as an out-
this character and allies learn identity of one piece of ice of-turn incidental.
on a server per s. For the Colony!: Once per round when targeted by a
Extreme G-modded Physique: Before making an Ath- combat check, may choose one ally within short range,
letics, Brawl, Melee, or Resilience check, may suffer 1 and the attack then targets that character instead of the
strain to add ss to the results. intended target.
Eyeless Sight: This character does not add j to checks Force of Justice: Characters withing short range of this
due to darkness or concealment, and are immune to abil- character add j to their combat checks provided those
ities or Critical Injuries that affect a creature’s sight. characters are acting to uphold local laws.
Fallen Figure of Faith: When making a social skill check Forest Predator: When in forest, may spend aa from
to inflict strain, inflicts 2 additional strain, unless target an Initiative check to make an immediate out-of-turn
knows this character's Fear or Flaw motivations. maneuver.
Famous: Once per encounter, may spend a Story Point to For the Pain: When a non-demon within short range
force one opponent with earshot to make a Hard (kkk) suffers a Critical Injury, may spend a Story Point to re-
Discipline check as an out-of-turn incidental. If they fail place the result with an Agonizing Wound.
they must fulfill one of this character's requests, such as
Four-armed: This character may make a combined
let them past a checkpoint, stop attacking them, etc.
combat check with its weapons and fists without in-
Fatalistic Ferocity: This character adds sh to any creasing the difficulty.
combat checks they make.
Fragmented Memories: Add ll to social skill checks
targeting this character.

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GENESYS 111
Frenzied Hunger: After making a successful combat Haunting melodies: This character may spend a in a
check, may spend t to inflict an additional hit on any successful Charm check to inflict 1 strain on their target,
number of other engaged opponents, dealing base dam- and may do this multiple times.
age +1 per s; after doing so the neutron shark suffers 3 Heat Wave: At the start of the their turn, characters en-
strain for each additional opponent hit. gaged with a lava giant suffer 2 strain unless they are im-
Friends Help Friends: Once per encounter as an action, mune to heat.
may select a target within short range and one ally with- Heroic Captain: May spend a Story Point to suffer 2
in medium range; the ally can make one immediate com- strain and add t to the next combat or social skill check
bat check against the target as an out-of-turn incidental. she makes.
Friends in Spy Places: A character must suffer 2 strain in Honor and Grit: When this character exceeds their
order to make a combat check targeting Inka. wound threshold, they can immediately attempt a Hard
Fungal Form: Reduce any damage from hits targeting (kkk) Discipline check as an out-of-turn incidental,
this character by 3 unless the Burn item quality has been healing 1 wound per s; if this reduces their current
activated as a part of this attack. wounds below their wound threshold, this character gets
Full Weight of the Law: When making a Coercion check to in- back on their feet to continue fighting.
flict strain during a social encounter, inflict 2 additional strain. Hybrid Physiology: In the wilds, does not need t
Ghostly: This character ignores the effects of terrain and Hoverer: May hover, as per Flying sidebar page 100 of
darkness. the Genesys Core Rulebook o make Survival checks to
Ghostly: May move over or through terrain (including find acceptable food, water, or shelter.
doors and walls) without penalty. Halve the damage dealt to Hypnotic Gaze: This character may make an opposed
this character before applying soak, unless the attack came Charm vs. Discipline check as an action targeting one
from a magical source such as a spell or magical weapon. character within short range. If successful, the target is
Giant Stomp!: Brawl attacks that this character makes immobilized for 1 round per s, and this character may
have a Critical rating of 3, and if they inflict Critical In- spend t to stagger the target for 1 round.
juries +40 is added to the resulting Critical Injury result. I Know What You’re Thinking: When targeting an op-
Glider: This character can fly, but cannot increase their ponent with a social skill check, downgrade the difficulty
altitude while doing so; see page 100 of the Genesys Core a number of times equal to the number of l in the pool
Rulebook. (effectively replacing all l with k). When targeted by a
social skill check, downgrade the ability of the check a
Golden Goose: Opponents must make a Hard (kkk)
number of times equal to the number of l in the pool
Discipline check as an action and succeed before being
(effectively replacing all l with k).
able to make combat checks targeting this character.
Ice Madness: Upgrade the difficulty of social skill checks
Good and Bad Cop: May spend aa from Charm, Co-
targeting this character once.
ercion, Deception, or Negotiation check to upgrade the
ability of an ally's social skill check targeting the same I'll Tell My Parents!: When this character inflicts strain
character once. using a social skill check, they inflict 2 additional strain.
Good at Needling: If this character knows an opponent’s Impressively Flexible: May spend a Story Point to gain
Flaw Motivation, when this character inflicts strain on access to a formerly secure room or other location
the opponent, the opponent suffers 4 additional strain. through a previously unnoticed vent shaft, slightly open
window, or similar entry point.
Grapple: May take the Grapple incidental; until the start
of this character’s next turn, enemies must spend two Informed: When providing assistance to friendly char-
maneuvers to disengage. acter who are making a knowledge skill, Skulduggery, or
Streetwise check, this character instead adds sshh
Graven Wards: Increase the difficulty of all spells that
to the results of the check.
target this character twice.
Inconspicuous: While in a (specific environment), this
Guild Member: When performing a check related to
character appears indistinguishable from (specific envi-
their specific guild, this character upgrade the ability of
ronment element); a character can make a Hard (kkk)
the check twice.
Perception or Vigilance check to identify the adversary.
Handmade Weapons: When another being uses this
In the Know: Whenever this character learns a Motivation
character's bow, it loses the Superior item quality and
of another character in the encounter, this character may
gains Inaccurate 3 and Unwieldy 5.
have that character suffer 2 strain and may heal 2 strain.

Adversaries anthology
112 GENESYS
Irresistible Song: As an action, this character may make Local Politics: Once per session, may choose one char-
an Average (kk) Charm check. If the check is successful, acter operating in their area of influence (community,
all characters within long range who can hear this char- precinct, or county, for example); until the end of the
acter’s song suffer 1 strain per s. This character may session, the target must upgrade the difficulty of any
spend aa to immobilize one affected character until social skill checks they make to interact with inhabi-
the end of the following round, and spend t to stag- tants of this area once.
ger one affected character until the end of the following Los Scorpiones Boss: May spend a maneuver to direct
round. While a character is staggered by Irresistible Song all allied characters in the current encounter; each may
they must spend all of their maneuvers to move closer to immediately perform a free maneuver or add s to the
this character. results of their next check.
Ka-boom!: May spend t on a combat check to activate Loves the Heat: Ignores penalties imposed by high tem-
the Blast item quality and have the quality affect all char- peratures and ignores damage inflicted by fire or fire-
acters within short range of the target. Killing Frenzy: based attacks.
This character adds jj to all melee combat checks, but Lucky Escape: When this character would be defeated
attackers add j to all combat checks targeting them. due to exceeding his wound threshold or strain thresh-
King of the (Specific adversary type)!: Upgrade the dif- old, or for any reason, he may spend 1 Story Point to
ficulty of combat checks targeting this character once for instead escape in a suitably fortunate and cowardly fash-
each minion group of (specific adversary type) within ion. All other (specific adversary type) in the encounter
short range of them. If the check fails, one individual are immediately defeated.
minion is defeated. Lunar Off-Roading: Add jj to any Driving or Survival
Knowledge is Dangerous: Adds sh to the results of checks made on the lunar surface.
Knowledge (Science) checks other characters make in Many Hands Make Light the Load: If this character
the encounter. provides assistance when another character makes a Me-
Lawful Authority: Add s to the results of any social skill chanics check to repair a vehicle, increase the hull trauma
checks made when interacting with residents of local area. or system strain repaired by 2; if the check is being made
Leading Question: Once per encounter, may spend a to repair a Critical Hit, reduce the difficulty of the check
Story Point to learn one Motivation of any one other by 1, to a minimum of Easy (k); this is in addition to the
character in the encounter. other benefits of assistance.
Martian Command: As a maneuver, may order up to
Let's Make a Deal: If this character knows an opponent's
three allied martians in the encounter to take an imme-
Desire Motivation, when this character inflicts strain on
diate out-of-turn maneuver, or to order one allied mar-
the opponent, the opponent suffers 4 additional strain.
tian in the encounter to take an immediate out-of-turn
Let's Open the Good Stuff: When assisting on a knowl- action.
edge skill check, may add additional jj to the check; if
Maul: Add jj to Brawl checks against prone or immo-
so, at the end of the encounter the character who made
bilized targets.
the check recovers 3 fewer strain (to a minimum of 0).
Max Throttle: When piloting or driving a vehicle, its
Leverage Fame: After making a successful social skill
max speed is increased by 1.
check, this character heals 2 strain and may perform a
second maneuver without spending strain (but cannot Mechanical: Does not need to breathe, eat, or drink, and
perform more than two maneuvers in their turn). can survive in vacuum and underwater; is immune to
poisons and toxins.
Light Fingers: After making a melee combat check,
may spend t to steal one item of encumbrance 1 or Mind Bleed: As an action, may make an opposed Disci-
less from the target. pline vs. Discipline check against one living target within
medium range. If successful, the target suffers 2 wounds
Lightning Draw: May draw or sheathe a dagger or similar
and 2 strain per s, and the this character may spend
small weapon as an incidental; there is no limit to how
aaaa or t to inflict a Critical Injury.
many weapons this character can ready this way per turn.
Mischievous: as a maneuver, may distract one character
Liquid Defenses: Halve the damage dealt to the pool be-
at short range; that character adds j to their next check
fore applying soak, unless the weapon has the Blast or Burn
for each faerie or pixie in that minion group.
quality (regardless of whether the quality is activated).
Mob Mentality: Add j to all checks this character makes
if part of a group of three or more minions.

Adversaries anthology
GENESYS 113
Momentum: If this character performed a move maneuver, Not Another!: In an encounter with any number of this
they add 3 to the damage of one hit of any successful Brawl character type, the GM may spend hh from any check
or Melee combat checks they make during the same turn. made by a PC to add one adversary to an existing minion
Monstrous Limbs: This character does not increase the group, or spend d to add a new minion group of three
difficulty of combined checks to attack with its claws, individuals to the encounter.
tentacles, and jaws, and may spend aa or t to hit with Not in the Memoirs: Whenever Quixo would suffer a
each additional weapon. Critical Injury, he may spend a Story Point to have one
Mount Bond: When this character directs its bound of his assistants within short range be incapacitated in-
mount, the mount may perform an action and a maneu- stead.
ver and is not limited to using its maneuvers to move. Obsessive Customizer: As a maneuver may spend a
Mounted Charge: A mounted death knight adds jj to Story Point to add one of the following item qualities to
its first melee attack after performing a maneuver to en- their pistol or to an outpost weapon with which they are
gage the target in the same turn). engaged: Accurate 3, Concussive 1, Guide 4, Stun Dam-
Multitentacled: After making a successful combat check, age, Sunder. The weapon posses this item quality until
this creature may spend 3 strain to inflict one additional the end of this character's next turn.
hit with its thrashing tentacles against one other target Office Drone: When this character makes a social skill
within short range that is no more difficult to hit than check, they add sh to the result.
original target, dealing base damage +1 per s; it may do Ominous Reputation: When an opponent targets this
so up to three times. character with a check, the opponent suffers 2 strain.
Mutating: At the start of each encounter, may suffer 1
One Step Ahead: Once per round, after an opponent per-
wound to gain one species feature generated at random
forms an action or maneuver, may spend one Story Point to
from Table 1-8: Species Features on SotC page 47.
perform an action or a maneuver as an out-of-turn incidental.
Mystical Healing: Decrease the difficulty of all Medicine
Opportunistic: This character inflict 1 additional
checks made within short range of a Grey Monk by one.
damage with successful melee attacks on prone or im-
Natural Thief: Once per session, may reroll one Skul- mobilized targets.
duggery or Stealth check.
Opportunistic Predator: When making a combat check
Nepenthe Expert: Once per encounter as an action, in- targeting an immobilized character, this character deals
stead of using its normal effects may ingest a nepenthe +2 damage per s instead of +1.
seed to either remove 5 strain or ignore the effects of the
Our City: May always use Streetwise to oppose when
next failed fear check.
the target of a social skill check, and spend hhh or d
Neurotoxin: If this creature inflicts wounds with a com- from such checks to make their opponent and all char-
bat check, the target must make a Hard (kkk) Resil- acters within short range who are friendly to their oppo-
ience check; upon failure, the target suffers 5 wounds, nent become disoriented until the end of the encounter
plus 1 strain per h; d means the target must make an- or become badly lost if they are on the move in an urban
other Resilience check at the same difficulty at the start of area.
their next turn or suffer the same effects.
Pack Fighter: If this creature makes a successful combat
Never Alone: May spend aaa or t on checks this
check, the next ally making a combat check against the same
character makes to determine Initiative to have one ad-
target during the same round adds aa to the results.
ditional scout appear at long range; this new scout also
Pack Tactics: When this creature's minion group con-
makes a check to determine Initiative.
sists of at least two minions and is engaged with a target,
Nice Guy: After targeting this character with a Coercion they can spend a maneuver to prevent the target from
or Deception check, if the check generated uncancelled disengaging from the minion group until the end of their
h, double the amount of h generated. next turn and to add aa to their next combat check
Nisei Line: As an action, may make a Hard (kkk) Dis- against that target.
cipline check targeting one character within medium Painfully cute: When this character suffers wounds, all
range. If successful, this character learns the target's characters within short range suffer 2 strain.
Strength, Flaw, Fear, and Desire motivations and all cur- Personalized Icebreaker Suit: Always considered to have a
rent goals (in addition to other information at the GM's strength 4 icebreaker that can affect barriers, sentries, and
discretion). code gates. If break ice action fails, may spend aaaa or
Non-Lethal Apprehension: Only needs to spend a to t to not suffer any effects of failing to break ice.
trigger Disorient, Knockdown, and Stun qualities. Phase: Can ignore terrain penalties and move through sol-
id matter (but cannot end their turn inside solid matter).

Adversaries anthology
114 GENESYS
Philosophical Paradox: May make an opposed Knowl- Psychic: As a maneuver may make and Average (kk)
edge (Æmber) versus Discipline check targeting a sen- Vigilance check to learn the surface thoughts of all other
tient being within short range to stagger the target until characters in medium range.
the end of their next turn. Questionable Hygiene: When making a Medicine
Pit Trap Programs: May make an opposed Computers check, must spend hhh or d to decrease the target's
(Hacking) versus Computers (Sysops) check targeting strain and wound threshold by 2 each until the end of the
another user on a system; if successful, that user is stag- current session.
gered for one round per s. Quiet Code: When making a Computer (Hacking)
Point Blank Shot: When making a Ranged combat check, h may not be spent to alert other users to this
check targeting an opponent this character is engaged character's presence.
with, increase the difficulty once (instead of twice). Quiet Killer: May use Stealth instead of Melee or Brawl
Poisoner: As an incidental, may apply poison to all when making combat checks against unaware targets.
weapons. A character wounded by a poisoned weapon Really, Really Annoying: Whenever anyone spends a
must make a Hard (kkk) Resilience check as an out-of- Story Point during Pingle's turn, one character with-
turn incidental or suffer 4 additional wounds, and must in short range of Pingle of the GM's choosing suffers 2
check again on their next turn if the check generates d. strain and becomes staggered until the end of their next
Poisonous Stinger: A character wounded by this char- turn.
acter’s tail stinger must make a Hard (kkk) Resilience Red Tape: During social encounters, may spend hhh
check as an out-of-turn incidental or suffer 4 additional generated by an opponent to discover (or invent) a legal
wounds, and must check again on their next turn if the violation that requires a fine, fee, or additional autho-
check generates d. rization form that the opponent must complete before
Poof!: Once per encounter may make an opposes Stealth accomplishing their goals.
versus Vigilance check against an opponent within short Regeneration: At the beginning of its turn, this creature
range to vanish from the encounter; must reappear at automatically heals 3 wounds.
long range of that opponent at the start of this charac-
Relentless: After making a successful combat check
ter's next turn.
against a target, add j to the next combat check this
Pounce: May spend aa from an initiative check to per- character makes against the same target.
form a free maneuver before the first round of combat.
Research Team Member: When providing skill assis-
Powerful Certainty: Whenever this character would in- tance, may reroll up to two of the dice in the pool before
flict strain as the result of a social skill check, the target resolving the check.
suffers 2 additional strain.
Rile Them Up: Once per encounter, may make an Aver-
Power from Faith: After making a combat check, may age (kk) Charm check targeting a group of bystanders or
spend aa to add 3 damage to one hit of the attack; after other neutral NPCs at medium range; if the check is suc-
making an opposed social skill check may spend aa to cessful, one of the bystanders (plus one per additional s)
inflict 3 strain on the target. becomes a Human First Extremist; these NPCs for a sin-
Power from the Fallen: While engaged with a non-de- gle minion group and join the ongoing encounter. These
mon character, increase this character's Brawn by one NPCs may have been regular people convinced by the rep
for each Critical Injury the non-demon character is cur- or they may have been members of Human First all along.
rently suffering to a maximum of 5 (this also increases Rise, My Minions!: Once per session, may make a Hard
the damage of this character's claws and teach and this (kkk) Mechanics or Medicine check (depending on the
character's soak value). type of minions this character has); for each uncanceled
Power through Belief: Allies within short range counter s, one incapacitated minion within medium range
their Brawn as 2 higher, to a maximum of 6. heals all wounds and rejoins the encounter; it may act in
Prepared Battlefield: Once per session, when anoth- the current round.
er character activates, as an out-of-turn incidental may River's Embrace: May spend t from a check targeting a
spend a Story Point to knock that character and any char- character who is engaged with a body of water make that
acters engaged with them prone and inflict three wounds character fall in.
and three strain on them. Rooted: This character cannot perform maneuvers to move.
Protective Aura: Allies gain +1 soak while within short Ruthless Efficiency: Before making a combat check,
range of a Grey Monk; this stacks with multiple monks. may spend one Story Point to reduce the number of a
needed to activate item qualities or trigger effects by one
to a minimum of one.

Adversaries anthology
GENESYS 115
Sacrifice: After inflicting wounds on a living creature Soothing Melody: Once per encounter, may make an
(whether an enemy or ally), this character adds j to Average (kk) Charm or Coordination check; if suc-
their next magic skill check; after killing a living crea- cessful, characters in the encounter remove 1 strain per
ture, this character instead upgrades the ability of their s and t his character adds j to social skill checks they
next magic skill check once. make until the end of the encounter.
Savage: This character increases the damage of its at- Spiked Carapace: When targeted by a melee combat
tacks by 2 when targeting an immobilized foe. check, may spend hhh or d from the results to have
Sea Legs: This character does not add j to checks due to un- the attacker suffer 4 wounds.
stable footing on a ship or boat, or in a similar environment. Spine-tow: This character can use a maneuver to move a
Seasoned Negotiator: Whenever the merchant would target affected by its Ensnare quality up to one range band.
suffer strain after making or opposing a Negotiation skill Spiritual Focus: This character adds j to Primal checks
check, they suffer 1 less, to a minimum of 0; when inflict- they make for each (specific adversary type) ally within
ing strain as part of a Negotiation skill check, they inflict short range.
one additional strain. Spiteful Curse: Add jj to magic actions that target a
Scamper: When making a check to determine Initia- character who has previously inflicted wounds on this
tive, may spend aa to upgrade the difficulty of combat character during this encounter.
checks made targeting them in the first round once. Stampede: For every three minions in this minion
Shadow Training: Enemies add j to magic checks tar- group, add j to any Brawl checks.
geting this character. Stay Back!: When a character within short range at-
Shapeshifter: Once per round as an incidental, this tempts to move past this character, this character may, as
character may increase or decrease its silhouette by 1 and an out-of-turn incidental, spend a Story Point from the
change its appearance to that of any character or creature GM pool and knock the character prone.
of its current silhouette. Stonewalker: This character moves normally through diffi-
Share the Agony: Whenever this character suffers cult or impassable terrain of stone, soil, or similar materials.
wounds, one engaged non-demon character suffers half Strategic Coordination: Once per encounter, may make
that amount of strain, rounding up. a Daunting (kkkk) Leadership check; if successful,
Share the Pain: Whenever this character suffers wounds, until the end of the encounter, all allies in the encounter
one engaged non-demon character suffers half that may perform an additional move maneuver on their turn
amount of strain, rounding down. without downgrading their action or suffering strain—
Shift the Pain: When this character heals wounds from but they still may only perform two maneuvers during
itself or another demon character, may choose to have their turn.
one non-demon character within short range suffer Strength in Numbers: Adds j to combat checks when
an equal amount of strain; when this character heals a there are at least two other friendly nemeses, rivals, or
Critical Injury that they or another demon character are minion groups engaged in the encounter. Add j to com-
currently suffering, may choose to have one non-demon bat checks when there are no other friendly nemeses, ri-
character within short range suffer one Critical Injury. vals, or minion groups engaged in the encounter.
Show Off: This character may choose to inflict stun Strength of Iron: This character can wield a Melee
damage when resolving a successful melee combat check (Heavy) weapon in one hand.
or using the Improved Parry ability. Strike Back: May spend hhh or d from an engaged
Shrewd Negotiator: When making an opposed Negotia- opponent's failed combat check against this character to
tion or Streetwise check to purchase or sell and item may inflict 3 wounds on the opponent.
suffer 2 strain to add s to the results. Subtle Death: When making a Brawl check, may spend
Skitter: Can move across walls, ceilings, and webs aa or t to apply a dose of contact poison to the tar-
without penalty. get; the target must immediately make a Hard (kkk)
Resilience check as an incidental; if they fail, they suffer
Sniffer Programs: Add jj to any opponent's checks
5 wounds plus 1 wound per h; d means they must make
made on a system the this character has control of.
the check again at the start of their next turn, as the poi-
Someone Looking Over Them: Reduce any damage son remains in their system.
inflicted on this character by half before applying soak,
and reduce any damage inflicted on friendly character
within short range by two before applying soak.

Adversaries anthology
116 GENESYS
Supersonic: After spending two maneuvers to move Tail Smash: After making a successful melee combat
through the air, as an action may make a Hard (kkk) check, may spend t to inflict one hit dealing 6 damage
Athletics check; if successful, all other characters within on one engaged character. Ranged check, as a maneuver
medium range of this character's final location suffer 5 this character can apply a tailored poison to an arrow; if
strain. the check succeeds, the attack inflicts additional damage
Sunlight Sensitivity: While exposed to sunlight, this equal to the target’s highest characteristic and gains the
character reduces all their characteristics by 2 and halves Disorient 3 quality.
their Wound Threshold and Strain Threshold. Takedown: As an action, may make an Average (kk)
Swallow: May make an opposed Brawl check to swallow Athletics check targeting one engaged opponent; if suc-
an engaged target. If the check is successful, swallowed cessful, target is knocked prone, suffers 4 strain, and may
characters are immobilized and suffer 6 damage at the not stand from prone during their next turn.
start of each round but can escape if the snake is killed Telepathic Bond: This character can perform an inci-
or by making a successful Hard (kkk) Athletics check. dental once per round to add j to the next check made
Swarm: Halve the damage dealt to this character before by all other (specific adversary) in the encounter.
applying soak, unless the weapon has the Blast or Burn Telepathic Coordination: This character can perform a
quality (regardless of whether the quality is activated). maneuver to add j to the next check made by all other
Sweep Attack: This character may spend a from a (specific adversary) in the encounter.
Brawl check to hit one additional engaged opponent that Telepathic Domination: This character may attempt
would be no more difficult to attack than the original to telepathically dominate a foe once per encounter as
target, dealing base damage +1 damage per s. an action, making an opposed Coercion vs. Discipline
Sweep Attack: May spend t on a successful Brawl check check targeting one character in short range; if success-
to inflict one hit dealing 10 damage on all other charac- ful, the target is immobilized for 1 round per s, and this
ters within short range. character may spend t to stagger the target for 1 round.
Swift: This character does not spend extra maneuvers to Telepresence: Can operate independently, or can be con-
move across difficult terrain. trolled directly by an operator via wireless link; if being
controlled, this character counts as having ranks in a
Swimmer: Never suffers movement penalties for travel-
skill equal to the controller’s ranks in that skill.
ing through water.
Templar Cybernetic Implant: Once per encounter as
Swoop Attack: After making a Brawl combat check,
a maneuver, may make a Simple (-) Discipline check to
can move from engaged to short range of the target
heal 1 wound per s.
as an incidental.
Terrifying: At the start of the encounter, all of their op-
Swordbreaker Programs: May make a Hard (kkk)
ponents must make a Daunting (kkkk) fear check as an
Computers (Sysops) check targeting one opponent on
out-of-turn incidental, as per page 243 of the Genesys
the system to damage one of their active icebreakers one
Core Rulebook. If there are multiple sources of fear in
step, plus one additional step per a.
the encounter, the opponents only make one fear check
Symbol of Faith: While Argus assumes his armored against the most terrifying enemy.
knightly form, Sanctum allies at medium range gain de-
That's a Nice Home You Have There: Once per encoun-
fense 1.
ter, may make an opposed Coercion versus Vigilance
Tactical Direction: May spend a maneuver to direct one check targeting one other character in the current en-
friendly minion group within medium range; that group counter; if successful, the target suffers 2 strain per s;
may immediately perform a free maneuver or add j to may spend aa to affect one additional character in
its next check. the current encounter and have them suffer and equal
Tail catapult: When engaged with an ally that this char- amount of strain, and spend t to stagger one affected
acter is bonded with, they may use the steed to perform a target until the end of this character's next turn.
Ranged attack with the following profile: Ranged; Dam- The Legend: When making a skill check, may spend a
age 8; Critical 4; Range (Medium); Concussive 1, Inaccu- Story Point to treat aa as t.
rate 1, Knockdown.
The Path Provides: Whenever Makai assists on a check,
Tailored Poison: Once per encounter before making a the character making the check may spend t to heal all
Ranged check, as a maneuver a viper legion archer can of their own strain.
apply a tailored poison to an arrow; if the check succeeds,
...They Pull You Back In: After calling in a favor, this
the attack inflicts additional damage equal to the target’s
character may make an opposed Coercion versus Disci-
highest characteristic and gains the Disorient 3 quality.
pline check; if successful the target still owes this charac-
ter a favor; t means the target now owes a favor of one
magnitude great than before.

Adversaries anthology
GENESYS 117
They're All Over Me!: Enemies who start their turn en- Unholy Animation: When hit by a combat check, spend
gaged with this character lose their free maneuver. d to ignore all damage from the attack.
Threat of Ban: While in club owner's establishment, Useful Advice: Once per session as an out-of-turn inci-
may spend h from checks targeting club owner to have dental, may spend a Story Point to allow one ally in the
character making the check suffer 2 strain instead of 1. encounter to reroll a failed check.
Threatening: When providing assistance on another Values Enforcer: When making any social skill or
character's Coercion checks, add s to results for each combat check targeting an opponent of the church, add
minion in the group beyond the first. sh to the result.
Time to Heal: If this character is caring for a character Vampiric Magic: This character reduces the difficulty of
who is benefiting from natural rest, the resting character all magic skill checks one step.
heals 2 wounds each night and decreases the difficulty of Vanish: After performing a check, may spend aa or t
any Resilience checks they make to heal Critical Injuries to hide from all other characters in the encounter.
by 1, to a minimum of Easy (k).
Venomous: Enemies who are wounded by this character
Tinkerer: With access to any sort of tools or parts, may
must make a Hard (kkk) Resilience check as an out-of-
make an Average (kk) Mechanics check. If successful,
turn incidental or suffer 4 additional wounds, and must
creates an item with rarity equal to the number of s.
check again on their next turn if the check generates d.
Tough to Convince: When another character targets
Veteran of a Thousand Battles: When Ximilpix makes
this character with an opposed social skill check, the
a check to determine Initiative order, a on the check
difficulty is set by this character's Brawn instead of the
counts as s.
usual characteristic.
Virus Suite: When performing the burn system action,
Too Clever: When interacting with this character, char-
reduce difficulty of check by 2, and damage the system one
acters may spend a to recover 2 strain, and GMs may
additional step for every additional s (instead of ss).
spend h to inflict 2 strain.
Watchful: This character adds jj to Perception and Vig-
Too Cute: When any character makes a check to recov-
ilance checks to detect the use or effects of Magic skills.
er strain while engaged with this character, they recov-
er 2 additional strain. Way Too Cute: When an opponent targets this character
with a combat check, they suffer 4 strain.
Too Many Mouths: This character can make a combined
check to attack with any number of its weapons, and only Well Oiled Machine: While within medium range of
needs to spend a to hit with each additional weapon. this character, allies may perform a second maneuver
without suffering strain.
Toss: After making a combat check, this creature may
spend t to move the target up to short range, inflict 4 Wondrous Aura: Allies within short range add j to
strain, and knock the target prone. their Deception checks and j to their Discipline checks.
Trained Mount 1: Adds j to a character's Riding checks Woodlander: While in a forested area, green walkers up-
while mounted on steed. grade the ability of Cool and Stealth checks they make
Tunnel Fighter: Add jj to combat checks this charac- twice.
ter makes in enclosed spaces. Wunderkind: Once per session may spend an action to
Uncomfortable Inspection: When searching a character make a Hard (kkk) Computer (Sysops) check; if suc-
or their possessions, that character suffers 2 strain. cessful all ice or icebreakers controlled by this character
or one ally increase their strength by 2 for the remainder
Undead: Does not need to breathe, eat, or drink, and can
of the encounter.
survive underwater; immune to poisons and toxins.
Yee-hah!: May spend aaa or t from a success com-
Undying: May spend hhh from any check made by
bat check using their liquid-metal lasso to inflict one hit
a PC to return one previously defeated (specific adver-
from the weapon on one other target within short range
sary type) to an existing minion group, removing dam-
of the original target, inflicting base damage +1 per s.
age from the group accordingly. Spend d to return two
individuals to a minion group. You Owe Me One: Once per session, you may spend one
Story Point to have one other character in the encounter
Unexpected Attack: If this character has not been yet been
owe this character a small favor for past services per-
identified as a threat, it uses Stealth to determine initiative
formed by this character or their organization.
Unflappable: When targeted by a social skill check that
You Thought You Were Out...: When making a Co-
inflicts strain, reduce the strain suffered by 2 to a mini-
ercion check to maintain a favor after calling it in, the
mum of 1.
check is an Average (kk) Coercion check instead of
an opposed check.

Adversaries anthology
118 GENESYS
Index
Æ Clockwork Animal Automaton (Rival).............96 Ferrox (Rival)........................................................11
Club Owner (Nemesis)........................................60 Field Anchor (Rival)............................................65
Æmberdrake (Nemesis).......................................33 Coachman (Rival)..................................................5 Field Leader (Rival)........................................... 106
Æmber Prospector (Rival)..................................33 Colonial Governor (Nemesis)............................96 Fixer (Rival)....................................................... 103
Combat Drone (Minion).....................................60 Flesh Ripper (Minion).........................................11
A Combat Drone (Rival).........................................60 Floyd 2X3A7C (Nemesis)....................................65
Corporate Bioroids (Rival)..................................61 Forest Guardian (Nemesis).................................12
Aaron Marron (Nemesis)....................................57
Corporate Manager (Rival).................................61 Freeholder (Rival)................................................94
Ace (Rival).......................................................... 105
Corporate Sysop (Rival)......................................61 Fuzzy Gruen (Minion).........................................39
Adam Industrial Labor Bioroid (Minion).........57
Corrupt Official (Rival).......................................90
Adonis and Eve Pleasure Bioroid (Rival)..........57
Criminal Runner (Nemesis)..............................61 G
Advisor (Nemesis)............................................. 102
Cyberdog (Rival)..................................................62
Airship Pirate (Minion).......................................95 Gabriel "El Lobo" Santiago (Nemesis)...............65
Cybermod Bounty Hunter (Nemesis)..............62
Alien Warlord (Nemesis).....................................97 Gang Leader (Rival).............................................90
Cyber Rat (Minion)..............................................36
Anarch Troublemaker (Rival).............................57 General (Nemesis)............................................. 106
Ancestral Throwback (Rival)..............................91
D Giant (Nemesis)....................................................12
Ancient Dragon (Nemesis)...................................1 Giant Snake (Rival)..............................................12
Angry Villager (Minion).....................................92 Darkwater Tree (Rival)........................................36 Gloomwight (Minion).........................................39
Apocalyptic Raider (Minion)..............................94 Death Knight (Nemesis)........................................6 G-Mod Bodyguard (Rival)..................................66
Arcane Scientist (Nemesis).................................99 Deep Elf (Rival)......................................................6 G-Modstrocity (Nemesis)..................................66
Archimedes (Rival)..............................................48 Deepwood Archer (Minion).................................7 Gnome Minstrel (Nemesis).................................13
Ares Combat Bioroid (Nemesis)........................58 Defender (Nemesis).......................................... 106 Goblin (Minion)...................................................13
Assassin (Nemesis).................................................1 Deipno Spymaster (Rival)...................................36 Goblin Witcher (Rival)........................................14
Assistant District Attorney (Rival).....................58 Desai Tutor Clone (Nemesis).............................62 Gorgon (Greek) [Nemesis].................................88
Attacker (Rival).................................................. 105 Diesel Bro (Minion).............................................62 Green Walker (Nemesis).....................................39
Aymhelin Scion (Rival)..........................................2 Dimora (Nemesis)..................................................7 Greyhaven Wizard (Nemesis).............................14
Disenfrancisto (Minion)......................................63 Grey Monk (Nemesis).........................................40
B Disenfrancisto Survivalist (Rival)......................63 Grotesque (Rival).................................................15
Djinn (Nemesis).....................................................8 Guardian Demon (Rival).....................................40
Bane Spider (Rival).................................................2
Dodger (Nemesis)................................................37 Gunner (Minion)............................................... 106
Barghest (Rival)......................................................2
Dog (Rival)......................................................... 100 Gurak Tol (Rival)..................................................15
Baronial Knight (Rival).........................................3
Double-Beaked Spire Buzzard (Rival)...............37 Gurgle Pool (Rival)...............................................40
Bartender (Rival)..................................................33
Dragon Hybrid (Rival)...........................................8
Bear (Rival)........................................................ 100
Dwarf Ancestral Specter (Rival)...........................9 H
Beastman (Minion)................................................3
Dwarf Guilder (Rival)............................................9
Bernice Mai (Nemesis)........................................58 Hacker (Nemesis).................................................66
Dwarven Dragon Hunter (Nemesis)...................9
Berserker (Minion)................................................3 Halyards Mate (Minion)......................................41
Big Cat (Rival).................................................... 100
E Healer (Rival)..................................................... 103
Black Shard Renderer (Minion).........................34 Hellion (Rival)......................................................67
Bloodsister And Nightseer (Nemesis).................4 Eater of the Dead (Rival).....................................37 Henry Labor Clone (Minion).............................67
Bloodstalker Vine (Rival)....................................34 Elder Nyyon (Nemesis).......................................38 Horse (Minion).................................................. 101
Blueblood (Rival)............................................... 103 Elephant (Nemesis)........................................... 101 Human First Extremist (Minion).......................67
Bounty Hunter (Rival).........................................34 Elizabeth Mills (Nemesis)...................................63 Humanity Labor Rep (Rival)..............................67
Brigand Leader (Rival)..........................................4 Eliza Farrow (Nemesis)........................................10 Hunter-Killer Drone (Rival)...............................68
Brigand (Minion)...................................................5 EMS First Responder (Rival)..............................64 Hyperrat Swarm (Rival)......................................68
Bull (Rival)......................................................... 100 Escaped Experiment (Rival)...............................38
Bureaucrat (Minion)............................................35 Ether Spider (Nemesis)........................................38 I
EWS Raider (Nemesis)........................................64
C Exosuit Trooper (Rival).......................................64
Ice-Blood Warrior (Minion)...............................15
Ice Wyrm (Nemesis)............................................15
Camdrone (Minion).............................................59
F Inez Delgado (Nemesis)......................................68
Caprice Nisei (Nemesis)......................................59 Infantry (Minion).................................................99
Captain Val Jericho (Nemesis)............................35 Faeries and Pixies (Minion)................................39 Inka the Spider (Nemesis)...................................41
Caravan Guard (Minion)....................................35 Failed Experiment (Rival) ..................................92 Inspired Adept (Rival).........................................41
Carnivorous Flora (Rival).....................................5 Falcon (Rival)..................................................... 101 Intelligence Agent (Nemesis)..............................90
City Enforcer (Minion)........................................35 Farrow’s Guard (Rival).........................................10 Ironbound (Rival)................................................16
City Guard (Rival)..................................................5 Feral Dragon (Nemesis).......................................11 Irradiated Mutant (Minion)................................94
Civic Brigadier (Minion).....................................59 Feral Lycanthrope (Nemesis)..............................92

Adversaries anthology
GENESYS 119
J Mr. Stone (Nemesis)............................................74 Reporter (Rival)....................................................80
Mummy (Nemesis)..............................................93 Researcher (Rival)................................................81
Jackson Howard (Nemesis).................................69 Mushroom Person (Minion)...............................45 Retail Drone (Minion).........................................81
Jinn (Arabian) [Nemesis]....................................88 Rex Search and Rescue Bioroid (Rival).............81
Ji "Noise" Reilly (Nemesis)..................................69 N Ristie Collector (Nemesis).................................82
Rogue Nisei Clone (Nemesis).............................82
K Naga Priestess (Rival)..........................................20
Rogue Ogre (Rival)..............................................49
Nano-Swarm (Rival)............................................97
Royal Marine (Rival)............................................96
Kati Jones (Nemesis)............................................69 NAPD Detective (Rival)......................................75
Rune Golem (Nemesis).......................................25
Kelifi Dragon (Nemesis)......................................42 NAPD Hachi-Inu K8 Unit (Rival)......................75
Kennsir Dwarf (Rival).........................................16 NAPD Patrol Officer (Minion)...........................75
S
Kindrith Ranger (Minion)..................................42 NAPD Riot Police (Minion)...............................76
Kobold (Minion)..................................................16 NAPD SWAT (Rival)...........................................76 Salamander (Rival)...............................................25
Korrigan (Breton) [Nemesis]..............................89 Necromancer (Nemesis)......................................21 Sanctum Knight (Rival).......................................49
Kraken (Nemesis).............................................. 101 Neutron Shark (Nemesis)....................................46 Sapper (Rival).................................................... 107
Nucrandacra (Rival).............................................45 Saurian Heard Beast (Minion)............................50
L Saurian Merchant (Rival)....................................50
O Saurian Rancher (Rival)......................................50
Laborer (Minion).............................................. 103
Scorpion Swarm (Rival).......................................25
Lava Elemental (Rival).........................................16 Occult Commando (Rival)..................................99
SEA Yellow Jacket (Minion)................................82
Lava Giant (Nemesis)...........................................42 Ogre (Nemesis).....................................................21
Seller (Nemesis)................................................. 104
Leader (Nemesis)............................................... 104 Olivia "Chaos Theory" Ortiz (Nemesis)............76
Seth Bioroidista (Minion)...................................82
Leonx Rider (Rival)..............................................17 Omoi Security Clone (Rival)..............................77
Shade (Minion).....................................................26
Leonx (Rival).........................................................17 Onoit Shaman (Rival)..........................................22
Shadows Thief (Rival)..........................................51
Liberty Society Rep (Rival).................................70 Opticon Foundation Watchdog (Rival).............77
Shark (Rival)...................................................... 102
Lily Lockwell (Nemesis)......................................70 Orc Outrider (Rival)............................................22
Singhara Hunter (Minion)..................................26
Lívia Teixeira (Nemesis)......................................70 Orc Spiritspeaker (Nemesis)...............................23
Singhara Pridelord (Nemesis).............................26
Local Official (Nemesis)......................................91 Orgcrime Heavy (Rival)......................................78
Siren (Greek) [Rival]............................................89
Logos Field Researcher (Rival)...........................43 Orgcrime Lieutenant (Nemesis)........................77
Siren (Rival)..........................................................27
Loonie Revolutionary (Rival).............................71 Orgcrime Muscle (Minion).................................78
Skeleton (Minion)................................................27
Looter Goblin (Minion)......................................43
P
Sneaker Net Courier (Rival)...............................83
Lord Of Bilehall (Nemesis).................................17
Snufflegator (Nemesis)........................................51
Lorimor Marine (Minion)...................................18
Paper Pusher (Minion)..................................... 104 Space Pirate (Minion)..........................................97
Los Scorpiones Cascares (Minion)....................71
Pilgrim (Minion)..................................................46 Spined Thresher (Nemesis).................................27
Lost Knight (Rival)...............................................18
Pingle (Nemesis)...................................................46 Splig, King Of All Golbins (Nemesis)................28

M Piranha Monkey (Minion)..................................47 Starlight Templar (Rival).....................................83


Steed (Rival)..........................................................51
Pirate (Minion).....................................................23
Macis Asp (Rival).................................................43 Pit Demon (Rival)................................................47 Storm Sorceress (Nemesis)..................................28
Mad Scientist (Nemesis)......................................93 Pitlord (Nemesis)..................................................47 Streetbanger Leader (Rival)................................83
Magistrate Edmin Cawl (Rival)..........................18 Priest Of Kellos (Rival)........................................24 Streetbanger (Minion).........................................83
Maintenance Drone (Rival).................................71 Principled Runner (Nemesis)............................78 Street Doc (Rival).................................................84
Makai (Nemesis)...................................................44 Private Military Contractor (Minion)...............78 Street Tough (Minion).........................................91
Makhim (Minion)................................................18 Sword Poet (Nemesis)..........................................29
Manager (Rival)................................................. 104 Q SXC Exosuit Pilot (Rival)....................................84
Manticore (Nemesis)............................................19 SXC Trooper (Minion)........................................84
Martian Scout (Rival)..........................................44 Questing Giant (Rival).........................................48 SYNC Globalsec Agent (Nemesis)....................85
Martian Zookeeper (Rival).................................44 Quixo the "Adventurer" (Nemesis)....................48 Syndicate Insider (Rival).....................................51
Mavaris Skain, Necromancer (Nemesis)...........19
Medic (Rival)..................................................... 107 R T
Megacorp Exec (Nemesis)..................................72
Rachel Beckmann (Nemesis)..............................79 Tamalir Guildmaster (Rival)...............................29
Melange Overseer (Rival)....................................71
Rad-Gator (Nemesis)...........................................95 Teacup Giraffe (Minion).....................................85
Mercenary Vet (Nemesis)....................................72
Radiant Argus the Supreme (Nemesis).............49 Telepath (Nemesis)...............................................98
Merriod (Nemesis)...............................................20
Ranger (Rival).................................................... 107 Tenma Driver Clone(Rival)................................85
Miguel Moreno (Nemesis)..................................73
Rashida Jaheem (Nemesis)..................................79 Territorial Scout (Rival).......................................52
Militia (Minion)...................................................91
Raymond Flint (Nemesis)...................................79 The Terror (Nemesis)...........................................52
Minor Elemental (Rival)......................................20
Razorwing (Rival)................................................24 Thieves Guild Cutpurse (Rival)..........................29
Minotaur (Greek) [Nemesis]..............................89
Reanimate (Minion).............................................24 Thomas Haas (Nemesis)......................................86
Miss "Onyx" Censorius (Nemesis).....................45
Regulator (Rival)..................................................80 Timehog (Rival)....................................................52
Monica Singh (Nemesis).....................................73
Reina Roja (Nemesis)...........................................80 Tolas (Minion)......................................................53
Mr. Li (Nemesis)..................................................74

Adversaries anthology
120 GENESYS
Toy Drone (Rival).................................................86
Tracker (Rival)................................................... 105
Trashcrab (Minion)..............................................53
Troll (Nemesis).....................................................53
Troubadour (Minion)..........................................53
True Fae (Nemesis)..............................................30

U
Urban Adventurer (Rival)...................................87
Urban Peccary (Minion).....................................86
Urchin (Minion)...................................................54

V
Vampire (Nemesis)...............................................93
Vect Dealmaker (Rival).......................................54
Venomous Snake (Rival).................................. 102
Viper Legion Archer (Rival)...............................30
Vorgan Hunter (Nemesis)...................................54

W
Wanderer (Rival)............................................... 105
Warlord (Nemesis)...............................................95
Warrior (Minion).............................................. 107
Weik Warrior (Minion).......................................30
Wendigo (Rival)....................................................31
Witch And Warlock (Rival)................................31
Witch of the Eye (Nemesis).................................55
Witch of the Wilds (Nemesis).............................55
Wolf (Minion).................................................... 102
Wraith (Rival).......................................................32
Wyrm Of The Deep (Nemesis)...........................32

X
Xenomorph Horror (Rival).................................98
Ximilpix (Nemesis)..............................................56

Y
Yakuza Assassin (Nemesis)................................87
Young Dragon (Rival)..........................................32
Young Ristie (Rival).............................................87

Z
Zealous Hermit (Rival)........................................56

Adversaries anthology
GENESYS 121

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