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The OmniSphere: Earth Beta, the Unseen

World

O
n the surface of things, our world appears to be Humans aren’t completely left out in this world of magic,
very similar to yours. Almost identical, in fact. however. There are a lot of us actually, those who don’t repeat
Twenty-first Century, big cities, lots of cars, that senseless mantra. Some of us have no magical capacity,
nasty pollution, crazy politicians, a lizard but we aren’t going to remain blind. We fight back with what
person for President... Oh, you don’t have that? we can, whether that means guns, blades, wealth, or political
Just joking, neither do we. Though honestly I acumen. Others are a little more... special.
wouldn’t be surprised if that was the case. The Magic comes in many different forms, but the most
guy is pretty crazy.
foundational principle, other than the importance of belief, is
But while on the surface our world may appear much like that energy must come from somewhere. Some individuals
yours, it is anything but. In your world magic grew old and are born with a greater amount of life energy than others, a
weak. Maybe even dead. Here on the other hand, it is alive and pool of energy within them far beyond anything an ordinary
well, though it is kept hidden. Most people have no idea that person could possess. These who learn to tap into this power
there is another world right under their noses, just out of become Magi, the wielders of True Magic. There are other
sight. Either that or they just are too afraid to believe that forms of magic users as well, but Magi generally look down on
those things they saw in the shadows were more than just them as inferiors, using pilfered magic.
their imagination. It is much easier to believe that the world is Things get wierder than that as well. In our world, the line
neat and ordered and figured out. Unfortunately, that is just an between man and monster often becomes blurred. Those
illusion. The real world is far worse. Welcome to the Hidden infected by a vampire but have not yet turned. Half-monster
World. half-human scions. Magi who have drifted too far down a dark
Magic is very real, and so is every monster and horror from path. Even those that have made deals with entities older than
myth, legend, and local ghost stories. Well, maybe not all of civilization in return for power. In our world, if you ever think
them, but you get the point. The truth is kept a secret from you have seen it all, you couldn't be more wrong.
most of the human population of the world, which isn’t nearly Something is happening in our world. The shadows are
as hard as you think. People want to believe that their world is lengthening. There is something very old and very dark
normal, so they make up excuses for themselves without us stirring, something putting even the monsters on edge.
even having to make an effort. That horrifying thing you saw Whatever it is, we need to be ready for it. Are you with us?
in the shadows was definitely just a trick of your sleep-
deprived mind. The monstrous chunk bitten out of the victim’s
neck was undoubtedly from some sort of wild animal. It
doesn’t matter that you are in a densely populated area, miles
away from the nearest wilderness or zoo, or that the vic’s body
was completely drained of blood. That guy on the news eating
a man’s face and getting shot over a dozen times by police
before finally going down? Bath salts. Definitely not a zombie.
Why? Because there is no such thing as magic.
This mantra has done a better job of hiding the truth about
magic than any cover-up or memory wiping ever could.
However, this does manage to provide the masses with some
small amount of protection. You see, magic is all about belief.
This stubborn refusal to disbelieve in magic despite all
evidence to the contrary keeps the average human from
catching the attention of whatever creepy crawler comes
passing by. This protection isn’t perfect of course, because if
something is hungry and you are the nearest thing no amount
of cynicism will keep you from getting eaten.
The things that hide in the dark places of our world, or
within the dimensions just at the edge of it, come in every
shape, size, color, and any other category you can think of.
Goblins and gremlins, dragons and dwarves, skin walkers and
strigoi, oni and rakshasa, all real. Some stick to the shadows
and gutters, while others are able to disguise themselves as
us, living among us and even claiming positions of power in
corporations and governments.

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Natural Affinity: Add a Bonus die to all Magic checks (not
Species/Archetypes including Acts of Faith)
Slippery Slope: After rolling a Triumph on any Magic
Human: check, immediately lose 1 point of Agency. Resolve the
Monsters and semi-monsters aren't the only ones in-the-know. Triumph as normal.
There are plenty of us ordinary folk that have had the wool
taken off our eyes and aren't willing to put the blindfolds back
on. We know that magic is real, and we aren't going to lie
down and let the monsters take over. Some of us have some
magic up our sleeves, but others just have some good old cold
iron and a sawed-off shotgun. Either way, monsters beware.
Human Abilities
Brawn Agility Intellect Cunning Willpower Presence

2 2 2 2 2 2

Wound Threshold: 10 + Brawn


Strain Threshold: 10 + Willpower Vampire Neophyte:
Starting Experience: 110 xp
Starting Skills: 1 rank in two different non-career skills of Vampires are a plague on this world, a race of parasites that
your choice have existed for no one knows how long. They are undead
Ready for Anything: One per session as an out-of-turn monstrosities that feed on the blood of the living. A vampire
incidental, you may move one Story Point from the Game can pass their curse on by feeding their blood to a living
Master’s pool to the players’ pool. human, infecting them and changing them. However, the full
change into a monster only comes when the neophyte
completely drains a living human of their blood, killing them.
Until that moment, they retain most of their free will, though
the temptation of their Hunger is ever-present. A few of these
vampire neophytes resist their curse, forever straddling the
line between man and monster.
Vampire Neophyte Abilities
Brawn Agility Intellect Cunning Willpower Presence

3 3 2 2 1 2

Wound Threshold: 11 + Brawn


Prodigy: Strain Threshold: 11 + Willpower
Starting Experience: 80 xp
Some people were born with magic. "The Gift", they call it. Starting Skills: 1 rank in Perception
Well, among those born with magic are special cases that Fangs: Can choose to attack with vampric fangs (Brawl;
more than just perform magic. They ARE magic. It sings in Damage +1; Critical 3; Range [Engaged]; Ensnare 1; Vicious
their blood and guides their every action. If ordinary Magi are 2).
insufferably arrogant, then these "prodigies" are impossibly Blood Call: When damaging a target using fangs, heal
so, or at least most of them are. However, being born with wounds equal to wounds inflicted).
such a natural affinity for magic also often leads them to seek Sunlight Sensitivity: While exposed to sunlight, reduce
out more powerful and dangerous magics... Brawn and Agility by 1, to a minimum of 1, and reduce wound
Prodigy Abilities and strain thresholds by 4.
Brawn Agility Intellect Cunning Willpower Presence

2 2 2 2 3 1

Wound Threshold: 9 + Brawn


Strain Threshold: 11 + Willpower
Starting Experience: 90 xp
Starting Skills: 1 rank in True Magic
2
Ogre Changeling:
Ogres are the muscle of the Fae, with rock-hard skin and a
strange resistance to magic that makes them coveted guards
and soldiers among both the Seelie and Unseelie Fae. Ogre
changelings aren't quite as durable as their progenitors, but
they are certainly not easy to take down.
Starting Skills: 1 rank in Resilience
Magic Resistance: Add one Failure to any Magic checks
targeting you.
Demon Scion:
Denizens of the darkest corners of the magical realms,
demons feed off negative energies of all kinds, with the more
brutish demons feeding off of rage. Scions of this variety of
demon are powerful and frightening, but have to constantly
resist the urges of their demonic heritage.
Starting Skills: 1 rank in Coercion
Unholy Origins: Blessed/holy weapons count their Crit
rating as 1 when used against you, and Acts of Faith checks
gain one Bonus die when used against you.
Brute: Demonic Claws/Spikes: Demon scions can pull out
Among the denizens of the magical realms are creatures retractable claws/spikes to add +2 damage to any unarmed
Brawl combat checks they make. Their Brawl combat checks
fierce and powerful, with strength and durability beyond also gain the Burn 1 and Vicious 2 qualities, and have a Crit
human limitations. Trolls, ogres, certain varieties of demon, rating of 3.
all are known for their physical prowess. Under certain
circumstances, these creatures sometimes have children with Strider
mortals, with the results being changelings or scions, half-
human half-monster, with the power of their supernatural While some supernatural creatures are known for their
heritage and the free will of their human origins. Eventually strength, others are known for their speed, agility, or dexterity.
though, they all must make the Choice: will they chose From the flighty sylphs to the aquatic nixies, these creatures
humanity and free will, or power and become a monster will occasionally have, generally short-lived, romances with
themselves? mortals. The changelings and scions that come from such
unions face the same challenge all of their kind do. The
Brute Abilities Choice.
Brawn Agility Intellect Cunning Willpower Presence
Strider Abilities
Brawn Agility Intellect Cunning Willpower Presence
3 2 2 2 2 1

1 3 2 2 2 2

Wound Threshold: 11 + Brawn


Strain Threshold: 9 + Willpower
Starting Experience: 90 xp Wound Threshold: 10 + Brawn
Strain Threshold: 11 + Willpower
Brute Sub-Types: Starting Experience: 100 xp
Troll Changeling: Strider Sub-Types
Trolls are Unseelie Fae of a particularly nasty sort, very
territorial creatures fond of eating children, with unnatural Nixie Changeling:
regenerative capabilities. Troll changelings inherit some of Spirits of rivers and lakes, nixies are often numbered among
their parent's strength and healing, but unfortunately they also the Seelie Fae, but darker Unseelie Nixies exist as well. Nixie
inherit some of their looks. changelings possess a natural affinity for water, and each time
Starting Skills: 1 rank in Brawl or Melee they return to the water it feels like coming home.
Regeneration: Whenever healing wounds due to natural Starting Skills: 1 rank in Athletics
rest, heal 1 additional wound. You do not recover additional Amphibious: You can breathe underwater without penalty
wounds when receiving first aid or medical treatment. You and never suffer movement penalties for traveling through
can regrow lost limbs, which takes roughly about a month water.
before the limb is usable.

3
Nephilim:
Sylph Changeling:
Unlike the inhuman beauty of the Sidhe, or the lustful
Spirits of wind and air, Sylphs can embody the calm peace of attractiveness of succubi, the beauty of the Nephilim is of the
a summer breeze, or the cutting cold of a winter gale. Sylph pure, untainted kind, though this too can be deceptive.
changelings inherit their parent's nature lithe forms, as well as Nephilim are the result of a union between a human and an
their beautiful insect-like wings. angel, and this can include the ranks of the Fallen. In either
Starting Skills: 1 rank in Coordination case, their angelic origins not only give them physical beauty,
Wings While not large enough to fly, sylph changelings but a stronger mind and protection against unholy forces.
possess wings that allow them to hover off the ground. When Starting Skills: 1 rank in Discipline
hovering, you do not have to spend additional maneuvers Angelic Resilience: When targeted by attacks of a
when navigating difficult terrain. demonic/unholy origin, increase their Crit rating by 2.
Elven Changeling: Succubus Scion:
Born of the forests of the realms of the Seelie Fae, elves are The ultimate tempters, succubi and inccubi are demons that
mysterious, enigmatic beings that are rarely seen in the take the forms of attractive men and women, becoming
mortal realm. However, on occasion these nimble Fae venture friends or lovers of mortals in order to lead them slowly and
out into our world and become enamored with a mortal, their gently down the highway to Hell. The scions that sometimes
children gaining much of their parent's sylvan attributes. come from these fiends' efforts possess much of their parent's
Starting Skills: 1 rank in Perception appearance and charms, but also the free will that comes with
Nimble: Elven changelings have a melee and ranged humanity.
defense of 1. Starting Skills: 1 rank in Charm
Unholy Origins: Blessed/holy weapons count their Crit
Charmer: rating as 1 when used against you, and Acts of Faith checks
Many magical creatures are distinctly inhuman. Some are gain one Bonus die when used against you.
brutish, others alien. Many have frightening appearances. Devilsh Charms: Using the power of your heritage, you
However, there are those among the denizens of the magical may suffer 2 strain once per check to upgrade the ability of a
realms that are beautiful. Myths and legends abound with Charm, Deception, or Negotiation check against a living target
beautiful figures that allure men to their deaths, but not all of within short range.
such creatures desire to kill. Some of them have unions with
humans, and the children of these unions inherit much of that
same supernatural beauty.
Charmer Abilties
**Brawn Agility Intellect Cunning Willpower Presence

2 2 2 2 2 3

Wound Threshold: 8 + Brawn


Strain Threshold: 10 + Willpower
Starting Experience: 80 xp
Charmer Sub-Types
Sidhe Changeling:
The Sidhe are the rulers of the Fae, both beautiful and
terrible. While incapable of telling direct lies, the Sidhe are
nonetheless master manipulators and deceivers. When one of
their kind deigns to show favor to a mortal, the resultant
changelings possess a similar beauty, and a similar mastery of
deception.
Starting Skills: 1 rank in Deception
Dark Vision: When making skill checks, sidhe changelings
remove up to two Setback dice imposed due to darkness.

4
Knowledge:
Skills Education (Int): This shows the character’s basic knowledge
General: of the mortal world, such as history, math, and science.
Alchemy (Int) Anything that doesn’t fit into the other two categories falls
under this skill.
Athletics (Br) Supernatural (Int): If Knowledge (Education) shows your
Computers (Int) knowledge of the mortal world, this shows your knowledge of
Cool (Pr) the other world, the Unseen World. Knowledge of
Coordination (Ag) supernatural creatures, spells, and the magical realms all falls
Discipline (Will) under this category.
Driving (Ag) Forbidden (Int): Among the vast realms of our world, there
Mechanics (Int) are some secrets too dark or unnatural to be known even by
Medicine (Int) the denizens of the Unseen World. The dark arts of
Perception (Cun) Necromancy, knowledge of what lies beyond the Outer Gates,
Resilience (Br) the names of ancient evils from before the dawn of man, all
Skulduggery (Cun) are within the realm of forbidden knowledge.
Stealth (Ag)
Streetwise (Cun)
Survival (Cun)
Talents
Vigilance (Will) Tier 1
Block: While holding a shield, may use Parry to reduce
Magic: damage from ranged attacks (Prerequisites: None, Ranked:
True Magic (Will): Those who are born with magic in their No)
blood are known as Magi, the wielders of True Magic. They Feral Strength: +1 to Brawl and Melee attacks
require no complex rituals, nor deals with supernatural (Prerequisites: None, Ranked: Yes)
entities, to get power. Their power is a part of them. They Rapid Recovery: When the character recovers strain after
direct this power through force of will, willing their magic into an encounter has concluded, he recovers one additional strain
being and directing its flow with their force of mind. per rank in Rapid Recovery (Prerequisites: None, Ranked:
Ritual (Int): Those not born with magic in their blood can Yes)
still wield power, if they look in the right places and expend Strong Arm: Treat thrown weapons as if they had one step
enough effort. Magi in ancient times wrote down spells in greater range, to a maximum of Medium range (Prerequisites:
tomes, and these spells and rituals still contain power, even None, Ranked: No)
now. Ritual magic takes much more time and materials than
the evocational power of most Magi, but the results can prove Tier 2
to be even more potent and long lasting. Armored Spellcaster: Do not add a Setback die to Magic
Bound (Cun): Some have neither a natural affinity for checks due to armor. (Prerequisites: None, Ranked: No)
magic nor the patience to seek out lost tomes and ancient Bodyguard: Once per round, may suffer a number of strain
scrolls, and instead seek a quick and easy way to power. They no greater than ranks in Body Guard to protect one engaged
often find what they are looking for, as there are plenty of ally. Upgrade difficulty of all combat checks targeting that ally
beings out there willing to give power... for a price. Those who a number of times equal to strain suffered until the end of
take these deals are bound to their masters, and rely on their your next turn (Prerequisites: None, Ranked: No)
cunning to get as much power as they can while giving as little Dodge: When your character is targeted by a combat check,
freedom as possible in return. they may suffer a number of strain no greater than their ranks
Combat: in Dodge to upgrade the difficulty of the combat check
targeting your character a number of times equal to the strain
Brawl (Br) suffered (Prerequisites: None, Ranked: Yes)
Gunnery (Ag) Finesse Can use Agility instead of Brawn for Brawl and
Melee - Heavy (Br) Melee (Light) checks (Prerequisites: None, Ranked: No)
Melee - Light (Br) Frenzied Attack: When making a Melee or Brawl check,
Ranged - Heavy (Ag) suffer a number of strain to upgrade the attack an equal
Ranged - Light (Ag) number of times. The strain suffered may not exceed ranks in
Frenzied Attack (Prerequisites: None, Ranked: Yes)
Social: Quick Movement: Can use 2 free maneuvers a round
Charm (Pr) (Prerequisites: None, Ranked: No)
Coercion (Will) Signature Spell: Choose one Magic action as your
Deception (Cun) “signature spell”, reduce difficulty of checks to use your
signature spell by 1 (ex: Attack with the Empowered &
Leadership (Pr) Ranged upgrades) (Prerequisites: None, Ranked: No)
Negotiation (Pr)

5
Stunning Blow: When making a Melee or Brawl check, may Valuable Facts: Once per encounter, the character may
inflict damage as strain instead of wounds (does not ignore make a Hard Knowledge check. If successful, the character
soak) (Prerequisites: None, Ranked: No) may add a Triumph to any one check made by an allied
Tinkerer: The character makes one piece of equipment character during the encounter. The subsequent check should
more modifiable. He chooses one piece of equipment and relate in some way to the facts the character learned, or the
increases its number of hard points by 1. He can only do this player should come up with an explanation for why the
once per piece of equipment, but can modify a number of information the character learned is instrumental in the
pieces of equipment equal to ranks in Tinkerer. If he success of the ally’s check (Prerequisites: None, Ranked: No)
permanently loses a modified piece of equipment, he may
apply Tinkerer to a new one (Prerequisites: None, Ranked: Tier 4:
Yes) Armor Master (Improved): When wearing armor with a soak
Tumble: While engaged with one or more Adversaries, may value of 2 or higher, increase defense by 1 (Prerequisites:
suffer 2 strain to move to short range as an incidental Armor Master, Ranked: No)
(Prerequisites: None, Ranked: No) Intense Focus: Before making a skill check, may perform
Wraithbane: Reduce the Critical rating of weapon by 1 the Intense Focus maneuver. Suffer 1 strain and upgrade the
when attacking an undead adversary (Prerequisites: None, ability of the skill check once (Prerequisites: None, Ranked:
Ranked: No) No)
Tier 3 Magic Resistance: Whenever you are being targeted by a
negative spell, the caster adds two Setback dice to the check.
Armor Master: When wearing armor, increase total soak When making a check to resist a negative magic effect, you
value by 1 (Prerequisites: None, Ranked: No) may add two Bonus dice to the check (Prerequisites: None,
Careful Planning: Once per game session, the character Ranked: No)
can choose to introduce a “fact: or additional context directly Savage Sweep: Increase difficulty of Melee or Brawl check
into the narrative as if he had spent a Story Point by 1 to perform Savage Sweep action. May spend 2
(Prerequisites: None, Ranked: No) Advantages to hit additional engaged targets (Prerequisites:
Deadly Accuracy: Choose one combat skill. The character None, Ranked: No)
may add his ranks in that combat skill as additional damage to
one hit of a successful attack made with that skill with non - Tier 5:
vehicle weapons (Prerequisites: None, Ranked: No) Coordination Dodge: When targeted by a combat check, may
Enduring: +1 Soak value (Prerequisites: None, Ranked: spend 1 Story Point to add Failures equal to ranks in
Yes) Coordination to check. (Prerequisites: None, Ranked: No)
Freerunning: Suffer 1 strain when making a Move
maneuver to move to any location within short range
(Prerequisites: None, Ranked: No)
Lethal Blows: Add +10 per rank of Lethal Blows to any
Critical Injury results inflicted on opponents (Prerequisites:
None, Ranked: No)
Nobody’s Fool: May upgrade difficulty of incoming Charm,
Coercion, or Deception checks once per rank of Nobody’s Fool
(Prerequisites: None, Ranked: Yes)
Plausible Deniability: May make a Hard Coercion check. If
successful, you convince one uninvolved bystander NPC per
Success to leave the scene without asking questions. If
interrogated about the matter later, these NPCs deny having
seen anything or have forgotten anything of importance.
(Prerequisites: None, Ranked: No)
Precise Aim: Once per round, may perform Precise Aim
maneuver. Suffer a number of strain no greater than ranks in
Precise Aim, then reduce target’s melee and ranged defense
by that number (Prerequisites: None, Ranked: Yes)
Quicken Spell: Once per session, the character may suffer
2 strain to use a spell as a maneuver (Prerequisites: None,
Ranked: No)
Touch of Fate: Once per game session, the character may
add two Bonus dice to any one skill check (Prerequisites:
None, Ranked: No)
Unarmed Parry: May Parry while unarmed. Reduce strain
cost to Parry while unarmed by 1 (to a minimum of 1)
(Prerequisites: Parry, Ranked: No)

6
Mace (Skill: Melee [Light]; Damage: +3; Critical 4; Range:
Weapons, Armor, & Gear Engaged; Encumbrance: 2; Price: 75; Rarity: 2)
Shield (Skill: Melee [Light]; Damage: +0; Critical 6; Range:
Weapons Engaged; Encumbrance: 2; Price: 80; Rarity: 2; Special:
Defensive 1, Deflection 1, Inaccurate 1, Knockdown)
Stun Gun (Skill: Melee [Light]; Damage: 5; Critical: 6;
Range: Engaged; Encumbrance: 1; Price: 100; Rarity: 1;
Special: Stun 3, Stun Damage)
Sword (Skill: Melee [Light]; Damage: +3; Critical: 2; Range:
Engaged; Encumbrance: 1; Price: 200; Rarity: 3; Special:
Defensive 1)
Tower Shield (Skill: Melee [Light]; Damage: +0; Critical: 6;
Range: Engaged; Encumbrance: 3; Price: 120; Rarity: 4;
Special: Cumbersome 3, Defensive 2, Deflection 2, Inaccurate
2)
Ranged Weapons:
Assault Rifle (Skill: Ranged [Heavy]; Damage: 8; Critical: 3;
Range: Long; Encumbrance: 4; Price: 1,000; Rarity: 7;
Special: Auto-fire)
Bow (Skill: Ranged [Heavy]; Damage: 7; Critical 3; Range:
Medium; Encumbrance: 2; Price: 275; Rarity: 3; Special:
Unwieldy 2)
Crossbow (Skill: Ranged [Heavy]; Damage: 7; Critical 2;
Range: Medium; Encumbrance: 3; Price: 600; Rarity: 4;
Special: Pierce 2, Prepare 1)
Heavy Pistol (Skill: Ranged [Light]; Damage: 6; Critical: 3;
Range: Medium; Encumbrance: 1; Price: 300; Rarity: 3)
Light Pistol (Skill: Ranged [Light] Damage: 5; Critical: 4;
Range: Short; Encumbrance: 1; Price: 100; Rarity: 3)
Brawl Weapons: Longbow (Skill: Rangd [Heavy]; Damage: 8; Critical 3;
Brass Knuckles (Skill: Brawl; Damage: +1; Critical: 4; Range: Range: Long; Encumbrance: 3; Price: 450; Rarity: 5; Special:
Engaged; Encumbrance: 1; Price: 40; Rarity: 1; Special: Unwieldy 3)
Disorient 3) Machine Gun (Skill: Gunnery; Damage: 10; Critical: 3;
Melee Weapons:
Range: Long; Encumbrance: 6; Price: 1,500; Rarity: 6;
Special: Auto-fire, Cumbersome 2; Pierce 2, Vicious 2)
Axe (Skill: Melee (Light); Damage: +3; Critical 3; Range: Portable Missile Launcher (Skill: Gunnery; Damage: 20;
Engaged; Encumbrance: 2; Price: 150; Rarity: 2; Special: Critical: 2; Range: Extreme; Encumbrance: 8; Price: 100,000;
Vicious 1) Rarity: 8; Special: Blast 10, Breach 2, Cumbersome 3, Guided
Combat Knife (Skill: Melee [Light]; Damage: +1; Critical: 3; 3, Limited Ammo 1, Prepare 1)
Range: Engaged; Encumbrance: 1; Price: 50; Rarity: 1; Shotgun (Skill: Ranged [Heavy]; Damage: 8; Critical: 3;
Special: Pierce 1) Range: Short; Encumbrance: 3; Price: 500; Rarity: 3; Special:
Collapsible Baton/Club (Skill: Melee [Light]; Damage: +2; Blast 4, Knockdown, Vicious 3)
Critical: 3; Range: Engaged; Encumbrance: 1; Price: 70; Submachine Gun (Skill: Ranged [Light] Damage: 5;
Rarity: 2) Critical: 3; Range: Medium; Encumbrance: 6; Price: 400;
Greataxe (Skill: Melee [Heavy]; Damage: +4; Critical 3; Rarity: 6; Special: Auto-fire)
Range: Engaged; Encumbrance: 4; Price: 300; Rarity: 5; Sniper Rifle (Skill: Ranged [Heavy]; Damage: 9; Critical: 2;
Special: Cumbersome 3, Pierce 2, Vicious 1) Range: Extreme; Encumbrance: 4; Price: 1,200; Rarity: 6;
Greathammer (Skill: Melee [Heavy]; Damage: +5; Critical: Special: Accurate 2, Limited Ammo 4, Pierce 2)
4; Range: Engaged; Encumbrance: 4; Price: 700; Rarity: 6;
Special: Cumbersome 4, Disorient 3, Pierce 2, Inaccurate 1, Armor
Sunder)
Greatsword (Skill: Melee [Heavy]; Damage: +4; Critical 2; Modern Armor:
Range: Engaged; Encumbrance: 3; Price: 300; Rarity: 5; Flak Vest (Soak: +2; Defense: 0; Encumbrance: 3; Price: 475;
Special: Defensive 1, Pierce 1, Unwieldy 3) Rarity: 5)
Halberd (Skill: Melee [Heavy]; Damage: +3; Critical 3; Ghillie Suit (Soak: +0; Defense: 1; Encumbrance: 1; Price:
Range: Engaged; Encumbrance: 5; Price: 250; Rarity: 4; 95; Rarity: 4)
Special: Defensive 1, Pierce 3) Heavy Clothing (Soak: +1; Defense: 0; Encumbrance: 1;
Light Spear (Skill: Melee [Light]; Damage: +2; Critical 4; Price: 50; Rarity: 1)
Range: Engaged; Encumbrance: 2; Price: 90; Rarity: 2; Riot Armor (Soak: +1; Defense: 2; Encumbrance: 5; Price:
Special: Accurate 1, Defensive 1) 675; Rarity: 6)

7
Archaic Armor: Night Vision Goggles (Encumbrance: 1; Price: 500; Rarity:
Chainmail: (Soak: +2; Defense: 0; Encumbrance: 3; Price: 5; Special: Removes two Setback dice added to checks due to
550; Rarity: 5; Special: Add a Setback die to Stealth checks) darkness)
Heavy Robes: (Soak: 0; Defense: 1; Encumbrance: 1; Price: Painkiller (Encumbrance: 0; Price: 25; Rarity: 2; Special:
45; Rarity: 1) Can use a maneuver to use painkiller, reducing wounds by 5
Magic Plate: (Soak: +2; Defense: 2; Encumbrance: 3; Price: [effectiveness decreases by 1 with each use])
24,00; Rarity: 9; Special: Does not have any of the penalties of Personal Radio (Encumbrance: 1; Price: 25; Rarity: 1;
normal plate armor) Special: Can be used to communicate with other radios)
Plate Armor: (Soak: +2; Defense: 1; Encumbrance: 4; Portable Medkit (Encumbrance: 2; Price: 200; Rarity: 4;
Price: 1,250; Rarity: 7; Special: Adds two Setback die to Special: Allows characters to perform Medicine checks
Stealth checks) without penalty, adds an Advantage to Medicine checks)
Spellthorn Collar: (Encumbrance: 1; Price: 2000; Rarity: 8;
Special: Removes an individual’s ability to use Magic skills)
Tablet (Encumbrance: 1; Price: 200; Rarity: 3; Special: Can
be used to do anything a computer can do)
Thieves' Tools (Encumbrane: 1; Price: 75; Rarity: 5;
Special: Allows your character to attempt to open any
mechanical locks or latches, when making a Skulduggery
check to do so, add an Advantage to the check)
Magical Implements:
Druidic Circlet (Damage: +0; Encumbrance: 0; Price: 750;
Rarity: 5; Special: Adding Summon Ally effect to Conjure does
not increase difficulty, creatures summoned remain until end
of the encounter)
Holy Icon (Damage: +0; Encumbrance: 0; Price: 250;
Rarity: 4; Special: When performing Acts of Faith, adding
Faith Only effects increase the spell's difficulty one less than
they would normally. In addition, the number of wounds
healed by heal spells cast by the user increases by two)
Magic Orb (Damage: +3; Encumbrance: 1; Price: 1000;
Rarity: 6; Special: Adding Additional Target/Additional
Summon does not increase difficulty)
Magic Ring (Damage: +2; Encumbrance: 0; Price: 10,000;
Rarity: 8; Special: Choose two Magic upgrades that increase
difficulty by one, and one Magic upgrade that increases
difficulty by 2. Those upgrades do not increase the difficulty.
Gear Instead, upgrade difficulty of all Magic checks made using the
Ring)
Equipment: Magic Staff (Damage: +4; Encumbrance: 2; Price: 400;
Backpack (Encumbrance: -; Price: 50; Rarity: 3; Special: Rarity: 3; Special: First Range upgrade does not increase
Increases Encumbrance threshold by 4) difficulty)
Backpack of Holding (Encumbrance: 2; Price: 600; Rarity: Magic Wand (Damage: +3; Encumbrance: 1; Price: 400;
8; Special: Can carry items up to 12 encumbrance total Rarity: 5; Special: Choose a Magic upgrade that increases
without increasing character's encumbrance) check difficulty by 1. That upgrade does not increase difficulty)
Cell Phone (Encumbrance: 0; Price: 100; Rarity: 3; Special:
Can use to communicate with other phones; price can be
upgraded to 250 for a “smart phone” [gains same capacities
Vehicles
as a tablet] or 1000 for an encrypted cell phone. The Cars
encryption requires a Daunting Computers check to break
through)
Extra Clip (Encumbrance: 0; Price: 25; Rarity: 2; Special:
Can use a maneuver to reload a gun)
Stone of Glamour (Encumbranc: 1; Price: 1000; Rarity: 7;
Special: Makes the character appear to be dressed normally
to those without knowledge of the supernatural, no matter
what they are wearing)
Handcuffs (Encumbrance: 0; Price: 25; Rarity: 2; Special:
Can put a subdued individual in handcuffs, takes a Hard
Athletics or Coordination check to remove)

8
Four-Door Automobile Other Vehicles
|Silhouette| |Max Speed| |Handling| Motorcycle
|Silhouette| |Max Speed| |Handling|
2 4 +0

1 5 +1

|Defense| |Armor| |HT Threshold| |SS Threshold|


|Defense| |Armor| |HT Threshold| |SS Threshold|
0 0 4 5

0 0 2 5

Control Skill: Driving


Complement: 1 driver Control Skill: Driving
Passenger Capacity: 3 (5 uncomfortably) Complement: 1 rider
Consumables: None Passengers: 0
Encumbrance Capacity: 20 Consumables: None
Price/Rarity: 2,000 – 10,000/3 Encumbrance Capacity: 5
Weapons: None Price/Rarity: 2,000 - 8,000/3
Four-Wheel Drive/Sports Utility Vehicle Weapons: None
|Silhouette| |Max Speed| |Handling| Magic Chariot
|Silhouette| |Max Speed| |Handling|
2 3 +0

1 4 +0

|Defense| |Armor| |HT Threshold| |SS Threshold|


|Defense| |Armor| |HT Threshold| |SS Threshold|
0 0 6 8

0 0 8 8

Control Skill: Driving


Complement: 1 driver Control Skill: Driving
Passengers: 4 (6 uncomfortably) Complement: 1 driver
Consumables: 1 week Passengers: 2
Encumbrance Capacity: 40 Consumables: None
Price/Rarity: 15,000 - 25,000/3 Encumbrance Capacity: 10
Weapons: None Price/Rarity: 50,000/7
Special: When driving through any difficult terrain such as Weapons: Heavy crossbow (Fire Arc Forward; Damage 2;
bush, jungle, or desert, apply no negative handling modifiers. Critical 5; Range [Medium])
Sports Car Special: Flying (This vehicle, along with driving on the
|Silhouette| |Max Speed| |Handling| ground, can fly through the air.), Glamour (This vehicle, when
viewed by humans with no knowledge of the supernatural,
appears to be a convertable automobile.)
2 5 +2

|Defense| |Armor| |HT Threshold| |SS Threshold|

0 0 4 8

Control Skill: Driving


Complement: 1 driver
Passengers: 1
Consumables: None
Encumbrance Capacity: 8
Price/Rarity: 50,000 - 100,000/5
Weapons: None

9
Uncontrolled Change: Decrease difficulty by 1, but on a
Magic Despair on any check, or if your character goes above their
All the Magic actions from the core rulebook are available to strain threshold, the GM gains control of your character as
be used in this setting, with two more, Shape-Change, they go on a rampage (cannot be used on a target other than
Divination, Illusion, and Enchantment, added in, as both are yourself)
common usages of magic in Urban Fantasy settings. The True Divination:
Magic and Ritual magic skills can both use any of the
available Magic actions, each with their own hiccups and Make an Average Magic check to gain insight or wisdom from
benefits, while the Bound magic skill uses only magic specific somewhere else. If the check is successful, the character has
to the supernatural entity to which the owner of the skill is gained some sense of what lies ahead (even if not fully aware
bound. There are also Minor Talents and Acts of Faith, which of its true nature), and is assigned a personal Story Point
have magical effects but do not use a Magic skill. separate from either existing pool, tht will last until the end of
the current day (Only one such Story Point can be held this
Shape-Change: way at one time).

Make an Average Magic check to shift one of your


characteristic points (increase one characteristic while
decreasing another). Can be used on an engaged target other
than yourself. You remain in shapeshifted form until you make
another check to change back or until you are incapacitated,
while other targets remain shapeshifted for rounds equal to
your ranks in Knowledge (Supernatural).
Range: Increase difficulty by 1 to increase the range of the
spell by 1 range band (Can be taken multiple times)
Additional Targets: Increase difficulty by 1 to affect
additional targets, each additional target requires another 2
advantages to affect Commune: Increase difficulty by 1 to contact a specific deity,
Greater Shape Change: Increase difficulty by 1 to increase spirit, or supernatural entity of the character's choice (with
number of characteristics points shifted by 1 (Can be taken GM approval). This being will likely answer a character's
multiple times) questions, though what answers depend on the entity. The
Size-Changing: Increase difficulty by 1 to increase or character may spend two Advantages to learn the truthfulness
decrease Silhouette by 1 (Can be taken multiple times) of answers given.
Change Appearance: Increase difficulty by 1 to exactly Farsight: Increase difficulty by 1 to select a target person,
match the appearance of another individual or otherwise creature, or object. If that target is within 1 mile and the spell
shape your outward appearance as you see fit is successful, the spell will create a hazy image in mid-air of
Bestial Change: Increase difficulty by 1 to gain natural the target and its current surroundings. If the target has any
weapons (Damage: +2, Skill: Brawl, Range: Engaged, Critical: ranks in a magical skill, thy will be aware they were viewed
3, Vicious 1) but not by who. The character may spend two Advantages to
Amphibious Change: Increase difficulty by 1 to gain the mitigate the target's awareness of the viewing.
Amphibious ability Locate: Increase difficulty by 1 to select a target person,
Avian Change: Increase difficulty by 2 to gain the Flight creature, or object. If that target is within 1 mile and the spell
ability is successful, the spell will let the character sense the
direction of the target. If the target is in motion, the character
Improved Bestial Change: Increase difficulty by 2 to gain will know the direction and speed of its travel. The character
natural weapons (Damage +4, Skill: Ranged (Heavy), Range: may send two Advantages to get an approximate distance that
Medium, Critical: 2, Vicious 2) the target is currently at from them.
Supreme Shape Change: Increase difficulty by 2 to Range: Increase difficulty by 1 to increase the range of the
increase or decrease 1 characteristic (without spell by 1 mile per rank in Knowledge (Supernatural).
decreasing/increasing another)

10
Clairvoyance: Increase difficulty by 2, and instead of using Intense Emotions: Increase difficulty by 1. The target is
the Story Point gained from the spell in the usual way, the filled with an intense and overwhelming amount of a specific
character can insead use it to re-roll a single check after emotion of the caster's choice while under the spell's effect,
seeing the results. such as anger, attraction, calm, disgust, fear, friendliness, or
peace. All social checks the target makes are either upgraded
Illusion or downgraded as appropriate to reflect this altered mental
state.
Additional Target: Increase difficulty by 1 to affect
additional targets, each additional target requiring two
Advantages to effect.
Compulsion: Increase difficulty by 2 to select one non-
nemesis target that, if successful, will believe any untruths that
the character tells them while under the effects of the spell. In
addition, they will also aid the character in anyway possible as
long as it does not bring direct harm to it or is allies. Once the
spell has expired, the target will immediately know that they
were magically influences, and all future social encounters
with the character will have the difficulty upgraded.
Modify Memory: Increase difficulty by 2 to have the target
completely forget any memories of what transpired while
under the effects of the spell, including being put under the
spell.
Enduring Feelings: Increase difficulty by 2 to have the
target continue to suffer the effects of the spell for one hour
per rank of Knowledge (Supernatural) without having to use
the Concentrate Maneuver.
True Magic

Make an Easy Magic check to alter the perceptions of a target,


to make them see an illusory image (or to make them unable
to see something that is there). If the check is successful, the
target will either see or not see a single stationary object or
being up to Silhouette 2 of the character's choice.
Sound Manipulation: Increase difficulty by 1. The
character is able to alter what sounds the target can or cannot
hear, as well as creating illusory sounds.
Olfactory Manipulation: Increase difficulty by 1. The
character i able to alter what smells the target can or cannot
smell, as well as creating illusory smells.
Range: Increase difficulty by 1 to increase the range of the
spell by 1 range band (Can be taken multiple times)
Movement: Increase difficulty by 1 to enable the illusion to
move, and to hide moving objects from sight.
Increased Size: Increase difficulty by 2 to effect and
encompass the entire short range area around the target.
Enchantment
Make an Easy Magic check to empower your words with
magical energy and manipulate the mind and emotions of
your target. If successful, you can immediately make a Magic
check in place of a Charm, Coercion, or Deception check
against the target.

11
Also known as Evocation, True Magic comes from within. It is
taking the natural energies within your own body and th world
around you and shaping that energy, that power, into action.
True Magic is powerful and dangerous, but it has its
limitations. As a "fast and dirty" form of magic, it can be called
upon quickly, but fades just as quickly. Those born with an
affinity for True Magic refer to themselves as Magi, and have a
respected place among the supernatural community. However,
while the capabilities of Magi are wide, some Magi are better
at certain varieties of magic than others.
When using True Magic, the difficulty of all Magic checks
are increased by 1, except for a number of Magic actions equal Power can come from many sources. Some, in their search
to the character’s ranks in Knowledge: Supernatural, with the
specific Magic actions chosen by the player. for power, become desperate. There are many entities in the
magical realms with reason to have a lackey in the mortal
Ritual realm, from demons and Fae lords to pagan deities. The type
of power depends on the source, with demons granting power
over hellfire, while a Fae lord might grant powers of healing
and nature. Bound spellcasters can be everything from
demonic sorcerers to holy knights, and are known as
Emissaries of Power.
The player should discuss the nature of their character's
master and the specifics of their bargain with the GM, and
determine together what Magic actions and upgrades apply,
as well as fleshing out the character and personality of the
supernatural entity involved. All Magic checks made with the
Bound skill gain 1 automatic Advantage due to the specialized
nature of the power.
Sometimes referred to as Thaumaturgy, Ritual magic cannot Minor Talents
be called to bear as quickly as True Magic, but it is not to be Some individuals are born with or otherwise develop one
underestimated. Originally created by Magi in ancient times in particular magical attribute, but are incapable of performing
an attempt to discover a way to make magical effects last for any other magical spells or enchantments. Examples of this
longer periods of time and reach further, few Magi still use include telepaths and were-creatures of various varieties.
this power today, deeming their own might more than enough. Minor Talents can choose a total of one spell that they are
However, others discovered spellbooks left behind by those capable of performing, and gain the bonus that the difficulty to
ancient Magi and discovered that power endured within the use that spell is decreased by 1. This "spell" uses an
pages themselves. By following these spells and rituals, those appropriate skill chosen by the GM, usually Discipline.
previously unable to use magic found themselves capable of
wonders. Those who use the power of these rituals refer to Acts of Faith
themselves as the Learned, but Magi refer to them as "hedge- Faith is powerful. Never underestimate the power of belief.
witches".
Magic actions using Ritual require time to complete, often Whether that faith is in an ideal or a higher power, there are
along with ingredients, generally something tied to the spell's those whose faith is so strong, that it can result in effects one
target (piece of hair, prized possession, etc). The time required would call magical. Only spells under the "Divine" category in
to cast a spell is determined by the complexity (difficulty) of the core book can be used as Acts of Faith, with the check
the spell. (Easy spells take 5 minutes, Average spells take 30 using the Discipline skill. Acts of Faith must always be in line
minutes, Hard Spells take 2 hours, Daunting Spells take 8 with the ideology of the character's faith, and the character
hours, and Formidable spells take 24 solid hours of effort [this must be living true to their faith to cast the "spell". A character
can usually be spread over a couple of days].) If a spell can perform an Act of Faith only once per encounter.
requires more ingredients than simply something connected Remember, if your character actually gets their magic from
to the target, the GM would determine what ingredients are a higher power, look at the Bound section. This is for those
needed and how expensive they are. that aren't actually given divine power, but simply have
While Ritual spells take longer, they are also more potent powerful faith. Think your local priest, pastor, or missionaries,
and work over longer distances. The default duration of spells not Moses or Mohammad.
is one day, with longer durations possible by maintaining the
link of the spell (requires upgrading the difficulty of the spell
check, spell is broken if link is broken). The default range of
spells is 1 mile, with each range upgrade taken multiplying
that distance by 5.
Bound
12
GM Rules
Agency
The Power of Free Will:
Agency is man's ability to choose. Our free will. Did you know
that we are not actually the most intelligent species on the
planet? Apparently scientists are learning that there are
certain types of animals smarter than the average human. If
that is the case, then why are we the dominant species on this
planet? More than that, why are we the dominant species
when immortal, impossibly intelligent creatures like the Fae
exist? The answer is simple: Agency. Of all the creatures in
both the mortal and supernatural realms, we are the only ones
with free will, the ability to choose.
However, we as a species have proven to be aweful with all
the gifts given to use, and free will has been no different. We
are given the ability to chose between good and evil, and far
too often we choose wrong. Few realize just how slippery a
slope that is. We are constantly being pulled one way or
another, towards the light and towards the dark, and every
step we take closer to the darkness makes it harder to go
back. You tell enough lies, and soon enough you can't stop
yourself. Kill enough people, even for the "right reasons", and
eventually life becomes cheap.
This danger is especially true of those of us in the Unseen
World. Changelings pulled between humanity and the call of Agency Rating:
the Fae, neophyte vampires struggling to control their Incorruptible (91-100): You are above all temptation.
bloodlust, Magi trying to resist the temptation of yet greater Nothing can best the power of your will. Add four Bonus dice
power. All of us struggle to keep our freedom, our humanity. to social checks to interact with light supernatural entities and
And yet we all make decisions that pull us closer to losing people, and to checks to resist temptation. Add four Setback
everything that makes us human. dice to social checks to interact with dark supernatural
entities and people, and to checks to gain forbidden
Choice and Change: knowledge or power.
During play, the GM can award or take away Agency points Saintly (81-90): You seem to have an almost supernatural
due to your character's actions in relation to their Motivations. ability to overcome temptation. Add three Bonus dice to social
The GM can also call for checks to have the player attempt to checks to interact with light supernatural entities and people,
resist their natural inclinations, with the total successes or and to checks to resist temptation. Add three Setback dice to
falures increasing or decreasing the character's Agency in social checks to interact with dark supernatural entities and
equal measure. people, and to checks to gain forbidden knowledge or power.
Agency and Story Points: Pure (71-80): You are fully capable of resisting your darker
During dramatic moments in play, the GM can force a player urges and have a will of iron. Add two Bonus dice to social
to make a choice between resisting or giving in to their checks to interact with light supernatural entities and people,
character's darker nature (typically giving in to their Fear or and to checks to resist temptation. Add two Setback dice to
Flaw motivations, though Desire is also a possiblity, and in social checks to interact with dark supernatural entities and
rare cases, even Strength may be used) in a way that people, and to checks to gain forbidden knowledge or power.
negatively impacts the party. The GM offers the player a Story Firm of Will (61-70): You are practiced in resisting the pull
Point, and if the character gives in, the player gets the Story of th darkness, and will not fold. Add a Bonus die to social
Point, but the character loses 10 points of Agency. If the checks to interact with light supernatural entities and people,
character resists, the player must not only reject the Story and to checks to resist temptation. Add a Setback die to social
Point, but give the GM one of their own, though they gain 5 checks to interact with dark supernatural entities and people,
points of Agency. A player can also point out to the GM a point and to checks to gain forbidden knowledge or power.
in which this exchange would be applicable. The player and Normal (51-60): You are a fairly average individual in terms
GM should then narrate how resisting or giving in to their of Agency. You have your weaknesses and strengths, but you
weaknesses effects the character and the situation. are not in any particular danger of losing yourself, nor are you
buttressed against temptation.
Starting Agency:
Characters begin at with 55 Agency points, but can give up 10
Agency points at the beginning of play in exchange for 10
additional experience points or 2500 additional dollars.

13
Questionable (40-51): You have fallen to temptation in the
past, and this has left you with some consequences. However, Adversaries
yor will is still your own. Add a Bonus die to social checks to Forces of Law
interact with dark supernatural entities and people, and to
checks to gain forbidden knowledge or power. Add a Setback Corrupt Official (Rival)
die to social checks to interact with light supernatural entities Wherever there is a bureaucracy, corrupt officials flourish.
and people, and to checks to resist temptation. While not physically powerful, these opponents can make life
Concerning (31-40): You let your darker nature get the exceedingly difficult for anyone who crosses them, especially
better of you a little too often for comfort, and it has changed with the easily swayed opinions of the public mind.
you. It is getting harder and harder to resist. Add two Bonus Brawn Agility Intellect Cunning Willpower Presence
dice to social checks to interact with dark supernatural
entities and people, and to checks to gain forbidden
knowledge or power. Add two Setback dice to social checks to 2 2 3 3 2 3

interact with light supernatural entities and people, and to


checks to resist temptation.
On a Slippery Slope (21-30): You are in dangerous |Soak| |Wound Threshold| |Defense|
territory now. You thought yourself unbreakable, that you
could walk in the darkess without being corrupted. You were 2 12 0

wrong. It will not be easy to go back now. Add three Bonus


dice to social checks to interact with dark supernatural
entities and people, and to checks to gain forbidden Skills: Charm 2, Cool 2, Deception 2, Knowledge (Classified)
knowledge or power. Add three Setback dice to social checks 1, Knowledge (Education) 2, Negotiation 2, Vigilance 1.
to interact with light supernatural entities and people, and to Talents: Natural (once per session, use this talent to reroll
checks to resist temptation. any one Negotiation or Skullduggery check)
Losing Humanity (11-20): Your friends and family can Abilities: Local Politics (once per session, may choose one
barely recognize you. The person they once loved has become character operating in their area of influence [community,
something else. There is still hope for you, if you change your precinct, or country, for example]; until the end of the session,
ways. However, that will be far from easy. Why not take the the target must upgrade the difficulty of any social checks they
easy pat, and continue down that other path? After all, power, make to interact with inhabitants of this area once)
ifluence, and all you ever wanted is on the other side... Add Equipment: Cell phone, tablet
four Bonus dice to social checks to interact with dark
supernatural entities and people, and to checks to gain
forbidden knowledge or power. Add four Setback dice to
social checks to interact with light supernatural entities and
people, and to checks to resist temptation.
Barely Human (1-10): What are you? Can you still be
called human? Your decisions have brought you here, to these
dark depths. If there is a way out, you can't see it. Not that you
want out. No, why would you want out when you are so close,
so close t all you ever wanted? Add four Bonus dice to social
checks to interact with dark supernatural entities and people,
and to checks to gain forbidden knowledge or power, also
upgrade the ability of the check twice. Add four Setback dice
to social checks to interact with light supernatural entities and
people, and to checks to resist temptation, also upgrade the
difficulty of the check twice.
Monstrous (0): Once your Agency drops to zero or below,
you lose yourself and become a monster, losing all traces of
free will. Your character gives in to their monstrous nature,
whether that means turning into a literal monster, or simply
going mad with power. Your character becomes a slave to
their nature, an in the case of a changeling, scion, or vampire
neophyte, they complete the transformation into a
supernatural creature, whether Fae, demon, or vampire. Your
character thus becomes an NPC, under the control of the GM.

Police Officer (Minion)

14
Brawn Agility Intellect Cunning Willpower Presence Equipment: Heavy Robes (1 Defense), religious tome, holy
icon
2 2 2 2 2 2

|Soak| |Wound Threshold| |Defense|

4 4 0

Skills (group only): Discipline, Melee (Light), Ranged (Light)


Talents: None
Abilities: None
Equipment: Stun gun (Melee (Light); Damage 5; Critical 5;
Range [Engaged]; Stun 3, Stun Damage), heavy pistol (Ranged
[Light]; Damage 6; Range [Medium]), flak vest (+2 Soak),
handcuffs, personal radio
Politician
Brawn Agility Intellect Cunning Willpower Presence

2 2 3 4 3 4

|Soak| |Wound Threshold| |Strain Threshold| |Defense|


Soldier (Minion)
2 12 16 0
Brawn Agility Intellect Cunning Willpower Presence

Skills: Charm 3, Cool 2, Coercion 3, Deception 2, Knowledge 3 3 2 2 2 2

(Classified) 1, Knowledge (Education) 2, Leadership 3,


Negotiation 2, Vigilance 3
Talents: Improved Scathing Tirade (use this talent to make |Soak| |Wound Threshold| |Defense|
an Average Coercion check; for each Success, one opponent
within short range suffers 1 strain; for each Advantage, one 5 5 0

affected opponent suffers 1 additional strain; all opponents


affected add one Setback die to all skill checks they make for
the following three rounds). Skills (group only): Athletics, Discipline, Melee (Light),
Abilities: Good at Needling (if this character knows an Ranged (Heavy), Ranged (Light)
opponent’s Flaw Motivation, when this character inflicts strain Talents: None
on the opponent, the opponent suffers 4 additional strain). Abilities: None
Equipment: Fine clothing, official credentials, encrypted Equipment: Combat knife (Melee (Light); Damage +1;
cell phone Critical 3; Range [Engaged], Pierce 1), assault rifle (Ranged
[Heavy]; Damage 8; Critical 3; Range [Long]; Autofire), heavy
Priest (Rival) pistol (Ranged [Light]; Damage 6; Critical 3; Range
Brawn Agility Intellect Cunning Willpower Presence [Medium]), flak vest (+2 Soak), personal radio
1 2 2 2 3 3

SWAT (Minion)
Brawn Agility Intellect Cunning Willpower Presence
|Soak| |Wound Threshold| |Defense| 3 3 2 2 3 1

1 10 1

Skills: Charm 1, Cool 2, Discipline 3, Leadership 1


Talents: Nobody's Fool 1 (upgrade difficulty of all Charm,
Coercion, and Deception checks targeting them by 1)
Abilities: True Believer (Can perform Acts of Faith)

15
|Soak| |Wound Threshold| |Defense| Equipment: Brass knuckles (Brawl; Damage +1; Critical 4;
Range [Engaged]; Disorient 2, Knockdown), heavy pistol
4 5 2

(Ranged [Light]; Damage 6; Critical 3; Range [Medium]),


heavy clothing (+1 soak)

Skills: Coercion, Discipline, Melee (Light), Ranged (Heavy) Gang Leader (Rival)
Talents: None Brawn Agility Intellect Cunning Willpower Presence
Abilities: None
Equipment: Collapsible baton (Melee (Light); Damage +2; 3 3 2 2 2 2

Critical 3; Range [Engaged]), assault rifle (Ranged [Heavy];


Damage 8; Critical 3; Range [Long]; Autofire), riot armor (+1
soak, 2 defense) |Soak| |Wound Threshold| |Defense|
Criminal Underworld 5 15 0

Skills: Coercion 1, Cool 1, Leadership 1, Melee (Light) 2,


Streetwise 3, Vigilance 1
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once)
Abilities: None
Equipment: Really big and sharp knife (Melee (Light);
Damage +2; Critical 3; Range [Engaged]; Pierce 2), heavy
leather clothing (+2 soak)
Mobster (Minion)
Brawn Agility Intellect Cunning Willpower Presence

3 3 2 2 2 2

|Soak| |Wound Threshold| |Defense|

4 5 0

Skills (group only): Brawl, Coercion, Ranged (Heavy)


Talents: None
Abilities: None
Crime Lord (Nemesis)
Equipment: Submachine gun (Ranged [Light]; Damage 5;
Critical 3; Range [Medium]; Auto-fire)
Brawn Agility Intellect Cunning Willpower Presence
Street Tough (Minion)
3 2 3 5 4 3
Brawn Agility Intellect Cunning Willpower Presence

3 2 1 2 1 1

|Soak| |Wound Threshold| |Strain Threshold| |Defense|

4 14 16 0
|Soak| |Wound Threshold| |Defense|

4 4 0

Skills: Brawl 2, Charm 2, Coercion 3, Cool 4, Deception 4,


Discipline 3, Leadership 1, Negotiation 4, Ranged (Light) 2
Talents: Adversary 1, Nobody’s Fool 2 (upgrade difficulty of Skills (group only): Brawl, Coercion, Melee (Light)
all Charm, Coercion, and Deception checks targeting them by Talents: None
2) Abilities: None
Abilities: None

16
Equipment: Brass knuckles (Brawl; Damage +1; Critical 4; Emissary of Power (Nemesis)
Range [Engaged]; Disorient 2, Knockdown), club (Melee
(Light); Damage +2; Critical 3; Range [Engaged]), heavy
clothing (+1 soak)
Scions and Spellcasters
Cultist (Minion)
Brawn Agility Intellect Cunning Willpower Presence

2 2 3 3 1 2

|Soak| |Wound Threshold| |Defense|

2 4 1/1

Skills (group only): Coercion, Melee (Light), Ritual


Talents: None
Abilities: None
Equipment: Really big and sharp knife (Melee (Light);
Damage +2; Critical 3; Range [Engaged]; Pierce 2), heavy
robes (1 Defense)

Brawn Agility Intellect Cunning Willpower Presence

4 2 3 4 3 2

|Soak| |Wound Threshold| |Strain Threshold| |Defense|

6 16 14 2/2

Cult Leader (Rival) Skills: Bound 3, Coercion 1, Deception 1, Discipline 2,


Brawn Agility Intellect Cunning Willpower Presence Knowledge (Supernatural) 2, Melee (Heavy) 2, Vigilance 2
Talents: Adversary 2
2 2 3 4 3 3 Abilities:
Equipment: Empowered greatsword (Melee [Heavy];
Damage +4; Critical 2; Range [Engaged]; Defensive 1, Pierce
|Soak| |Wound Threshold| |Defense| 1, Unwieldy 3; also acts as a magic wand, adding +3 to spell
damage and the Empowered spell upgrade does not increase
2 12 1/1

difficulty), magic plate (+2 Soak, 2 Defense), stone of glamour


Half-Troll Bouncer (Rival)
Skills: Coercion 2, Melee (Light) 1, Knowledge (Forbidden) 1, Brawn Agility Intellect Cunning Willpower Presence
Knowledge (Supernatural) 2, Leadership 1, Ritual 2
Talents: Improved Scathing Tirade (use this talent to make 4 2 2 2 2 1

an Average Coercion check; for each Success, one opponent


within short range suffers 1 strain; for each Advantage, one
affected opponent suffers 1 additional strain; all opponents |Soak| |Wound Threshold| |Defense|
affected add one Setback die to all skill checks they make for
the following three rounds). 5 14 0

Abilities: None
Equipment: Really big and sharp knife (Melee (Light);
Damage +2; Critical 3; Range [Engaged]; Pierce 2), heavy
robes (1 Defense)

17
Skills: Athletics 2, Brawl 2, Coercion 2, Resilience 1, Vigilance
1
Talents: Adversary 1
Abilities: Regeneration
Equipment: Brass knuckles (Brawl; Damage +1; Critical 4;
Range [Engaged]; Disorient 2, Knockdown), heavy clothes (+1
Soak), cell phone
Necromancer (Nemesis)
Brawn Agility Intellect Cunning Willpower Presence

2 2 4 3 3 2

|Soak| |Wound Threshold| |Strain Threshold| |Defense|

2 13 17 1/1

Skills: Cool 2, Discipline 2, Knowledge (Supernatural) 2,


Knowledge (Forbidden) 3, Melee 1, Ritual 3, True Magic 3,
Vigilance 1
Talents: Adversary 2, Dark Insight (use Knowledge
[Forbidden] to determine spell effects), Necromancy (When
this character uses the conjure magic action, it gains the
Summon Ally effect with no increase in difficulty; all creatures Werebear (Rival)
summoned must be undead.) Brawn Agility Intellect Cunning Willpower Presence
Abilities: None
Equipment: Bone Staff (+3 damage, first Range effect does
not increase difficulty), sacrificial dagger (Melee [Light]; 3 2 2 2 3 2

Damage 4; Critical 3; Range [Engaged]; Accurate 1, Vicious 1),


heavy robes (+1 defense), forbidden grimoire (A user with the
Dark Insight talent can add the Additional Target and |Soak| |Wound Threshold| |Defense|
Enervate effects to curse spells with no increase in difficulty).
3 12 0

Upstart Magi (Rival)


Brawn Agility Intellect Cunning Willpower Presence
Skills: Athletics 1, Brawl 2, Discipline 2, Resilience 2
2 2 3 2 4 2 Talents: None
Abilities: Minor Talent: Shape-Change (Make a Hard
Discipline check to change stats to Bear [Brawn +1,
|Soak| |Wound Threshold| |Defense| Willpower -1, Silhouette 2, Claws [Damage: +2, Brawl, Range
{Engaged}, Critical 3, Vicious 1])
3 11 0

Equipment: Heavy clothes (+1 Soak), cell phone


Wererat (Rival)
Skills: Cool 2, Discipline 1, Knowledge (Supernatural) 1, True Brawn Agility Intellect Cunning Willpower Presence
Magic 2
Talents: Adversary 1 2 3 2 2 3 2

Abilities: None
Equipment: Magic wand (+3 damage, choose 1 upgrade to
not increase difficulty) or magic staff (+4 damage, first Range |Soak| |Wound Threshold| |Defense|
effect does not increase difficulty), heavy clothes (+1 Soak),
smart phone 3 10 0

Skills: Brawl 2, Coordination 1, Discipline 2, Stealth 2

18
Talents: None |Soak| |Wound Threshold| |Strain Threshold| |Defense|
Abilities: Minor Talent: Shape-Change (Make a Hard
Discipline check to change stats to Rat [Brawn -1, Agility +1, 6 18 20 1/1

Silhouette 0, Claws [Damage: +2, Brawl, Range {Engaged},


Critical 3, Vicious 1])
Equipment: Heavy clothes (+1 Soak), cell phone Skills: Brawl 3, Charm 3, Cool 3, Discipline 3, Knowledge
Werewolf (Rival)
(Supernatural) 3, Knowledge (Forbidden) 2, Negotiation 3,
Brawn Agility Intellect Cunning Willpower Presence Stealth 3, Vigilance 2
Talents: Adversary 2
Abilities: Blood Call (When Elder Vampire damages a
2 2 2 3 3 2 target using their fangs or a magic attack, they heal wounds
equal to the wounds inflicted), Blood Mist (If Elder Vampire
suffers damage in excess of their Wound Threshold, they are
|Soak| |Wound Threshold| |Defense| not incapacitated, but take the form of a cloud of blood mist.
While in this form, they can fly [see page 100 of the Genesys
2 10 0

Core Rulebook] and do not suffer damage from physical


attacks. If they suffer additional damage from a magical
attack, they become incapacitated as normal and resume
Skills: Athletics 2, Coordination 2, Brawl 3, Perception 1, corporeal form), Dominate (May use the Dominate action
Survival 1 once per encounter, making an opposed Charm vs. Discipline
Talents: None check targeting one character in short range; if successful, the
Abilities: Minor Talent: Shape-Change (Make a Hard target is immobilized for 1 round per uncanceled Success,
Discipline check to change stats to Wolf [Brawn +1, Agility +1, and Elder Vampire may spend an Advantage to stagger the
Intellect -1, Willpower -1, Claws [Damage: +2, Brawl, Range target for 1 round), Sunlight Sensitivity (While exposed to
{Engaged}, Critical 3, Vicious 1]) sunlight, Elder Vampire reduces all their characteristics by 2
Equipment: Heavy clothes (+1 Soak), cell phone and halves their Wound Threshold and Strain Threshold.),
Undead (does not need to breathe, eat, or drink [except
The Supernatural blood], and can survive underwater; immune to poisons and
toxins), Vampric (Wooden piercing and blessed/holy weapons
Beastman (Minion) count their Crit rating as 1 when used against Elder
These stats ca be used to describe various supernatural Vampires, and Acts of Faith checks gain one Bonus die)
baddies that are on the more bestial side of things, including Equipment: Fangs (Brawl; Damage 6; Critical 2; Range
ghouls, some varieties of demonkind, and, of course, half-man [Engaged]; Ensnare 1, Vicious 2)
half-animal hybrid creatures.
Brawn Agility Intellect Cunning Willpower Presence Fallen (Nemesis)

3 2 1 2 1 1

|Soak| |Wound Threshold| |Defense|

3 6 0

Skills (group only): Brawl, Perception, Vigilance


Talents: None Brawn Agility Intellect Cunning Willpower Presence
Abilities: Bestial Rage (a beastman or beastman minion
group that has taken damage reduces the Critical rating of its 4 3 3 5 5 4

attacks to 1)
Equipment: Fangs and claws (Brawl; Damage 6; Critical 3;
Range [Engaged]) |Soak| |Wound Threshold| |Strain Threshold| |Defense|
Elder Vampire (Nemesis)
Brawn Agility Intellect Cunning Willpower Presence 6 30 30 2/2

4 4 3 3 3 4
Skills: Deception 4, Discipline 2, Charm 3, Cool 3, Knowledge
(Supernatural) 3, Knowledge (Forbidden) 5, Melee (Light) 3,
Negotiation 3, True Magic 4, Vigilance 4

19
Talents: Adversary 3, Dark Insight (use Knowledge |Soak| |Wound Threshold| |Defense|
[Forbidden] to determine spell effects), Nobody's Fool 3
Abilities: Angelic Resilience (When targeted by attacks of a 3 5 1/1

demonic/unholy origin, increase their Crit rating by 2), Flying,


Unholy (Blessed/holy weapons count their Crit rating as 1
when used against a Fallen, and Acts of Faith checks gain one Skills: Brawl, Coercion, Stealth
Bonus die) Talents: None
Equipment: Angelic blades (2) (Melee [Light]; Damage +3, Abilities: Incorporeal (Incorporeal beings can fly [see page
Critical 1; Range [Engaged]; Breach 1, Vicious 4, also acts as a 100 of the Genesys Core Rulebook] and do not suffer damage
magic wand, adding +3 to spell damage and the Empowered from physical attacks), Being of Will (Ghosts do not have a
spell upgrade does not increase difficulty) Brawn or Agility rating, their soak and damage is based on
Goblin (Minion) their Willpower instead of Brawn, and skills that would use
Weak but cunning, goblins value strength in numbers above Brawn or Agility instead use Willpower), Undead (does not
all else (except living to fight another day). need to breathe, eat, or drink, and can survive underwater;
Brawn Agility Intellect Cunning Willpower Presence immune to poisons and toxins)
Equipment: Spectral claws (Brawl; Damage 5; Crit 3;
Range [Engaged])
1 2 2 3 1 2

Greater Demon (Nemesis)


Brawn Agility Intellect Cunning Willpower Presence
|Soak| |Wound Threshold| |Defense|
5 2 3 5 4 3

2 4 1/1

|Soak| |Wound Threshold| |Strain Threshold| |Defense|


Skills (group only): Athletics, Melee (Light), Ranged, Stealth,
Survival 7 25 20 0

Talents: None
Abilities: Discretion (a goblin may disengage as an
incidental rather than a maneuver) Fae (Cold Iron weapons Skills: Athletics 2, Brawl 3, Bound (Demon Magic) 4, Coercion
count their Crit rating as 1 when used against Goblins) 4, Cool 2, Deception 3, Knowledge (Supernatural) 3,
Equipment: Spear (Melee (Light); Damage: 3; Crit: 4; Knowledge (Forbidden) 4, Negotiation 3, Vigilance 3
Range [Engaged]; Accurate 1, Defensive 1), Shield (Melee Talents: Adversary 2, Dark Insight (use Knowledge
(Light); Damage: 1; Crit: 6; Range [Engaged]; Defensive 1, [Forbidden] to determine spell effects), Nobody's Fool 3
Deflection 1, Inaccurate 1, Knockdown), Leather Armour (+1 Abilities: Unholy (Blessed/holy weapons count their Crit
Soak); Short Bow (Ranged; Damage: 6; Crit: 3; Range [Short]; rating as 1 when used against a Demon, and Acts of Faith
Inaccurate 1) checks gain one Bonus die)
Ghost (Minion) Equipment: Claws (Brawl; Damage 7; Critical 2; Range
[Engaged], Burn 3, Vicious 4)
Imp (Minion)
Brawn Agility Intellect Cunning Willpower Presence

1 2 1 3 1 1

|Soak| |Wound Threshold| |Defense|

1 4 0

Brawn Agility Intellect Cunning Willpower Presence


Skills: Brawl, Coordination, Deception, Stealth
- - 2 2 3 2
Talents: None
Abilities: Silhouette 0, Unholy (Blessed/holy weapons
count their Crit rating as 1 when used against an Imp, and
Acts of Faith checks gain one Bonus die)
Equipment: Claws (Brawl; Damage 3; Critical 3; Range
[Engaged], Burn 1, Vicious 2)

20
Nixie (Rival) Equipment: Tiny Sword (Melee [Light]; Damage +1;
Brawn Agility Intellect Cunning Willpower Presence Critical 3; Range [Engaged])
Reanimated Skeleton (Minion)
2 4 2 3 2 3
Brawn Agility Intellect Cunning Willpower Presence

2 2 1 2 1 1

|Soak| |Wound Threshold| |Defense|

1 4 0
|Soak| |Wound Threshold| |Defense|

2 4 1/1

Skills: Athletics 2, Brawl 2, Charm 1, Coordination 3,


Deception 2, Negotiation 1
Talents: None Skills: Melee (Light), Perception, Ranged, Vigilance.
Abilities: Amphibious (Nixies can breathe underwater Talents: None
without penalty and never suffer movement penalties for Abilities: Undead (does not need to breathe, eat, or drink,
traveling through water), Fae (Cold Iron weapons count their and can survive underwater; immune to poisons and toxins)
Crit rating as 1 when used against Nixies) Equipment: Rusty blade (Melee [Light]; Damage +3;
Equipment: Critical 4; Range [Engaged]), old bow (Ranged; Damage 6;
Ogre (Rival) Critical 3; Range [Medium]).
Brawn Agility Intellect Cunning Willpower Presence Sidhe Lord (Nemesis)
5 2 1 2 3 1

|Soak| |Wound Threshold| |Defense|

8 18 0

Skills: Athletics 2, Brawl 3, Resilience 4, Vigilance 2


Talents: Adversary 1
Abilities: Magic Resistance (Add three Failures to any
Magic checks targeting you), Fae (Cold Iron weapons count
their Crit rating as 1 when used against Ogres)
Equipment: Cudgel (Melee [Heay]; Damage 10; Critical 4;
Range [Engaged], Disorient 2, Knockdown)
Pixie (Minion)
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

1 3 2 3 2 2 3 4 3 5 3 5

|Soak| |Wound Threshold| |Defense| |Soak| |Wound Threshold| |Strain Threshold| |Defense|

2 4 1/1
7 20 25 2/2

Skills: Coordination, Deception, Melee (Light), Stealth Skills: Bound (Fae Magic) 4, Charm 4, Cool 4, Deception 5,
Talents: Finesse (Use Agility instead of Brawn for Melee Knowledge (Supernatural) 4, Melee (Light) 3, Negotiation 5,
[Light] checks) Vigilance 3
Abilities: Hard to Hit (Increase difficulty of combat checks Talents: Adversary 2, Nobody's Fool 3, Finesse
against Pixies by 1), Silhouette 0, Flying, Fae (Cold Iron Abilities: Fae (Cold Iron weapons count their Crit rating as
weapons count their Crit rating as 1 when used against 1 when used against Sidhe Lords)
Pixies)

21
Equipment: Sylvan Blade (Melee [Light]; Damage +3; Critical |Soak| |Wound Threshold| |Defense|
2; Range [Engaged], also acts as a magic wand, adding +3 to
spell damage and the Empowered spell upgrade does not
increase difficulty) 2 12 1/1

Specter (Rival) Skills: Brawl 2, Cool 1, Coordination 3, Deception 1,


Brawn Agility Intellect Cunning Willpower Presence Negotiation 1, Survival 2,
Talents: Finesse, Quick Movement
- - 3 3 4 2
Abilities: Flyer, Fae (Cold Iron weapons count their Crit
rating as 1 when used against Sylphs)
Equipment: Claws (Brawl; Damage: 4; Crit: 4; Range
|Soak| |Wound Threshold| |Defense| [Engaged], Vicious 2)
4 10 2/2
Troll (Rival)
Brawn Agility Intellect Cunning Willpower Presence
Skills: Brawl 3, Coercion 3, Stealth 2 5 2 1 2 2 1

Talents: Adversary 1
Abilities: Incorporeal (Incorporeal beings can fly [see page
100 of the Genesys Core Rulebook] and do not suffer damage |Soak| |Wound Threshold| |Defense|
from physical attacks), Being of Will (Specters do not have a
Brawn or Agility rating, their soak and damage is based on
their Willpower instead of Brawn, and skills that would use 6 16 0

Brawn or Agility instead use Willpower), Undead (does not


need to breathe, eat, or drink, and can survive underwater; Skills: Athletics 2, Brawl 3, Resilience 1, Vigilance 1
immune to poisons and toxins) Talents: Adversary 1
Equipment: Spectral claws (Brawl; Damage 6; Crit 3; Abilities: Regeneration (at the beginning of its turn, this
Range [Engaged]) creature automatically heals 3 wounds), Sweep Attack (may
Succubus/Incubus spend a Triumph on a successful melee combat check to
Brawn Agility Intellect Cunning Willpower Presence inflict one hit dealing the weapon’s base damage on everyone
[except the troll] engaged with the target), Fae (Cold Iron
weapons count their Crit rating as 1 when used against Trolls)
2 2 2 3 2 4 Equipment: Claws (Brawl; Damage: 7; Crit: 4; Range
[Engaged], Vicious 2)
|Soak| |Wound Threshold| |Defense| Vampire Spawn (Rival)
Brawn Agility Intellect Cunning Willpower Presence
2 14 1/1

3 3 2 3 1 2

Skills: Brawl 2, Charm 3, Cool 2, Deception 3, Negotiation 2,


Stealth 2 |Soak| |Wound Threshold| |Defense|
Talents: Adversary 1
Abilities: Devilsh Charms (Once per check may suffer 1
wound to upgrade the ability of a Charm, Deception, or 4 14 0

Negotiation check against a living target within short range),


Flyer, Unholy (Blessed/holy weapons count their Crit rating as Skills: Athletics 2, Brawl 3, Cool 1, Stealth 3, Vigilance 1
1 when used against a Succubus, and Acts of Faith checks Talents: None
gain one Bonus die)
Equipment: Claws (Brawl; Damage 4; Critical 3; Range
[Engaged], Burn 1, Vicious 2)
Sylph (Rival)
Brawn Agility Intellect Cunning Willpower Presence

2 4 2 3 2 2

22
Abilities: Blood Call (When Elder Vampire damages a target
using their fangs or a magic attack, they heal wounds equal to
the wounds inflicted), Sunlight Sensitivity (While exposed to
sunlight, Vampire Spawn reduces all their characteristics by 2
[to a minimum of one] and halves their Wound Threshold),
Undead (does not need to breathe, eat, or drink [except blood],
and can survive underwater; immune to poisons and toxins),
Vampric (Wooden piercing and blessed/holy weapons count
their Crit rating as 1 when used against Vampire Spawn, and
Acts of Faith checks gain one Bonus die)
Equipment: Fangs (Brawl; Damage 6; Critical 2; Range
[Engaged]; Ensnare 1, Vicious 2), heavy clothing (+1 Soak)
Zombie (Minion)
Brawn Agility Intellect Cunning Willpower Presence

3 1 1 2 1 1

|Soak| |Wound Threshold| |Defense|

3 4 0

Skills: Brawl
Talents: None
Abilities: Undead (does not need to breathe, eat, or drink,
and can survive underwater; immune to poisons and toxins)
Equipment: None

23

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