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3
O
WELC O M E T
GR A N D
Æ M B E R
TH EFT
G rand Theft Æmber is an adventure for the Secrets
of the Crucible KeyForge setting of the Genesys
RPG ruleset. It was written by Anjuli Smith and Tim
Hucklebury as part of the release of the Tales from the
Crucible novel from Aconyte Books. The module is set
in the Crucible’s Quantum City and should provide a
challenge for PCs between 50 & 100 earned XP, taking
approximately 3 hours to finish.
Pre-made character sheets based upon the
protagonists in the novel are available at the end of the
scenario. The adventure takes place before the events
in the novel. Special thanks to the team at FFG for
sharing their knowledge and tools with us to help in
the production of this scenario.
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HE F T Æ MB E R
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7
HE F T Æ MB E R
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Breakout The detained PCs are left alone and must now devise
an escape plan in order to find the thieves, clear their
As the PCs are locked up a young female human in names and get back the items that were stolen. They
a Star Alliance uniform walks up to the cell bars. SA should be encouraged to use information about their
Mallary Todd is in charge of fixing the mess caused by situation, aid each other, and use any special abilities
the fear bomb and the ongoing Vault Battle. they may have to get out. Carefully examining the cell
will also offer clues.
Read Aloud: If you are worried that the players are going to fail this
“You are under suspicion of aiding in a heist to a nearby remember the “yes, but” rule. In this instance they are
bank. A group of thieves made off with some items during able to find a clue, and get our BUT something bad may
the Vault Battle and we believe you had something to do happen later
with it!
• Active character suffers 1 strain
You’ll be held here until the Vault Battle finishes then
I’ll have some questions for you.” • Add to all rolls for net encounter
Despite their pleas of innocence, Todd will not be • Upgrade the difficulty of the players next check
dissuaded from her belief that the PCs were involved.
The PCs have a few moments to attempt to get more Remember to reward players with for fun and
information from Todd though before she leaves. interesting out-of-the-box ideas and good roleplay.
How much Todd tells the PCs is up to the GM, Cell Clues:
though she isn’t likely to go blurting out information to
• Picking the lock of the cell is a Hard (
)
just anyone. If your PCs are curious and ask the right
Skulduggery check
questions have them roll for a social skill check such as
Charm, Negotiation or Coercion check Hard ( • An Easy (
) Perception check will show that
) as you see fit. there is a loose panel in the back of the cell that
could be pried off with the right tools and a Hard
What SA Malary Todd knows (in scaled success and
(
) Athletics check based on the tool of
Triumph):
choice.
• Probably the work of M.I.R.R.O.R. • An Average (
Knowledge (Science) /
)
• A goodly amount of Æmber was taken from the Skulduggery check will provide information
bank as well as other expensive or rare trinkets about the cell bars. The bars are made from a
Æmber infused power source that shouldn’t be
• Did not see the actual thieves and so suspects
handled. Using the right tool and sending a pulse
everyone
through them should provide a temporary glitch,
• This fear bomb is a new contraption that emits adding a Boost () to any other checks to deal
emoton particles with the cell.
• A large number of these fear bombs, or one big
one, could terrify entire populations and empty
target locations
Abilities: Force of Justice (characters within short The PCs will need to work quickly to work out where
range of this character add to their combat checks the thieves have taken the stolen goods. A PC can
provided those characters are acting to uphold local make an Average ( ) Leadership check to get
laws). the group cohesive and working well together if they
are struggling here. Allow a success to give everyone a
Equipment: Stunner baton (Melee; Damage 4; Critical Boost () to their next check.
3; Range [Engaged]; Concussive 1, Stun Damage),
stunner pistol (Ranged; Damage 6; Critical 4; Range You can set a sense of urgency whilst the party
[Short]; Concussive 1, Stun Damage), uniform (+1 deliberate by referring to the sounds from the Battle
soak), badge. outside. The PCs have until the end of the Battle to find
the thieves and clear their names and you should take
this time to remind them of that.
Have the party describe what they are looking for, or
where they are watching for guards so that you get an
idea of how they are spaced out in the bank.
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HE F T Æ MB E R
GR A ND T
2 3 2 3 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK VALUE WOUND THRESHOLD M/R DEFENSE
3 4 0 0
11
HE F T Æ MB E R
GR A ND T
4 11 2 2
Skills: Discipline 2, Knowledge (Science) 3, Perception 2,
Ranged 2.
Talents: Inventor 2 (add to checks made to
modify items or construct new ones).
The scenario does not end with a fight to the death, You all look at each other, nod, and then go off your
and Star Alliance should come crashing through the separate ways like this never even happened.”
13
HE F T Æ MB E R
GR A ND T
fantasyflightgames.com
aconytebooks.com // twitter.com/aconytebooks
15
Character Name: Vira
Species: Elf
Career: Vaultwarrior
Player: Tristan
2 3 2 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
4 10 14 0 2
SKILLS DICE & SYMBOLS
GENERAL SKILLS CAREER? DICE POOL COMBAT SKILLS CAREER? DICE POOL
DICE TYPES
Æmbercraft (Will) Brawl (Br)
Athletics (Br) Gunnery (Ag)
Ability
Computers (Int) Melee (Br) Difficulty
Cool (Pr) Ranged (Ag) Boost
Coordination (Ag) SOCIAL SKILLS CAREER? DICE POOL
Setback
Discipline (Will) Charm (Pr)
Mechanics (Int) Coercion (Will) Proficiency
Medicine (Int) Deception (Cun) Challenge
Operating (Int) Leadership (Pr)
Perception (Cun) Negotiation (Pr) DICE SYMBOLS
Piloting (Ag) KNOWLEDGE SKILLS CAREER? DICE POOL
Success
Resilience (Br) Æmber (Int)
Riding (Ag) Crucible (Int) Failure
Skulduggery (Cun) Culture (Int) Advantage
Stealth (Ag) Science (Int) Threat
Streetwise (Cun) CUSTOM SKILLS CAREER? DICE POOL
Triumph
Survival (Cun)
Vigilance (Will) Despair
WEAPONRY
WEAPON SKILL DAMAGE CRIT RANGE SPECIAL
Ranged
Deathbeamer Ray 7 or Short Add to combat checks you make using this weapon
Melee
Slice Dagger 7 or Engaged If you inflict a Critical Injury, add +20 to the roll
Brawl
Fists 2 Engaged Spend to knock target prone
or
NOTABLE FEATURES:
DESIRE: VENGEANCE FEAR: ISOLATION
Someone brought Vira’s people to the Crucible and Vira hopes she may find other survivors of her Purple Skin, Golden eyes
destroyed their society. Now Vira may be all that’s people’s early encounter with martians, but those
left. Someone is going to pay for that. hopes fade each passing year.
EQUIPMENT LOG
2 2 3 2 2 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
5 12 12 0 0
SKILLS DICE & SYMBOLS
GENERAL SKILLS CAREER? DICE POOL COMBAT SKILLS CAREER? DICE POOL
DICE TYPES
Æmbercraft (Will) Brawl (Br)
Athletics (Br) Gunnery (Ag)
Ability
Computers (Int) Melee (Br) Difficulty
Cool (Pr) Ranged (Ag) Boost
Coordination (Ag) SOCIAL SKILLS CAREER? DICE POOL
Setback
Discipline (Will) Charm (Pr)
Mechanics (Int) Coercion (Will) Proficiency
Medicine (Int) Deception (Cun) Challenge
Operating (Int) Leadership (Pr)
Perception (Cun) Negotiation (Pr) DICE SYMBOLS
Piloting (Ag) KNOWLEDGE SKILLS CAREER? DICE POOL
Success
Resilience (Br) Æmber (Int)
Riding (Ag) Crucible (Int) Failure
Skulduggery (Cun) Culture (Int) Advantage
Stealth (Ag) Science (Int) Threat
Streetwise (Cun) CUSTOM SKILLS CAREER? DICE POOL
Triumph
Survival (Cun)
Vigilance (Will) Despair
WEAPONRY
WEAPON SKILL DAMAGE CRIT RANGE SPECIAL
Ranged
Cutting Laser 7 or Short
Brawl
Fists 2 Engaged Spend to knock target prone
or
NOTABLE FEATURES:
DESIRE: SAFETY FEAR: CHANGE
All Roz wants in life currently is to keep TRIS safe Roz is barely able to sustain herself and get TRIS Grease and oil stains on fingers and face
(and herself as well, so she can keep TRIS running). going but it’s a routine she’s used to. New things
would disrupt this, and probably make her life worse. Long, Dirty Blond Hair
EQUIPMENT LOG
ÆMBITS: 45 ÆMBER:
Knack for It (Core Rulebook) 73 Remove from Mechanics checks you make.
When making a Charm check targeting other engineers, you count your ranks in
Talk Shop 78
Charm as equal to your ranks in Mechanics (3) and so roll
.
2 2 3 2 2 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
4 11 12 1 1
SKILLS DICE & SYMBOLS
GENERAL SKILLS CAREER? DICE POOL COMBAT SKILLS CAREER? DICE POOL
DICE TYPES
Æmbercraft (Will) Brawl (Br)
Athletics (Br) Gunnery (Ag)
Ability
Computers (Int) Melee (Br) Difficulty
Cool (Pr) Ranged (Ag) Boost
Coordination (Ag) SOCIAL SKILLS CAREER? DICE POOL
Setback
Discipline (Will) Charm (Pr)
Mechanics (Int) Coercion (Will) Proficiency
Medicine (Int) Deception (Cun) Challenge
Operating (Int) Leadership (Pr)
Perception (Cun) Negotiation (Pr) DICE SYMBOLS
Piloting (Ag) KNOWLEDGE SKILLS CAREER? DICE POOL
Success
Resilience (Br) Æmber (Int)
Riding (Ag) Crucible (Int) Failure
Skulduggery (Cun) Culture (Int) Advantage
Stealth (Ag) Science (Int) Threat
Streetwise (Cun) CUSTOM SKILLS CAREER? DICE POOL
Triumph
Survival (Cun)
Vigilance (Will) Despair
WEAPONRY
WEAPON SKILL DAMAGE CRIT RANGE SPECIAL
Melee
StunGlow Stick 7 Engaged This weapon's damage is applied as strain, not wounds.
or
Brawl
Fists 2 Engaged Spend to knock target prone
or
NOTABLE FEATURES:
DESIRE: EXPERTISE FEAR: FAILURE
Nal’ai’s life revolves around becoming an expert Having spent so many years in study and study, Nal’ai Four arms, tri-fingered
authority in the study of Martian Enclaves, and hopes would be devastated should she be dropped from her
one day to be a full professor herself. academic path. Large, color-shifting compound eyes
EQUIPMENT LOG
2 2 2 2 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
4 12 14 1 2
SKILLS DICE & SYMBOLS
GENERAL SKILLS CAREER? DICE POOL COMBAT SKILLS CAREER? DICE POOL
DICE TYPES
Æmbercraft (Will) Brawl (Br)
Athletics (Br) Gunnery (Ag)
Ability
Computers (Int) Melee (Br) Difficulty
Cool (Pr) Ranged (Ag) Boost
Coordination (Ag) SOCIAL SKILLS CAREER? DICE POOL
Setback
Discipline (Will) Charm (Pr)
Mechanics (Int) Coercion (Will) Proficiency
Medicine (Int) Deception (Cun) Challenge
Operating (Int) Leadership (Pr)
Perception (Cun) Negotiation (Pr) DICE SYMBOLS
Piloting (Ag) KNOWLEDGE SKILLS CAREER? DICE POOL
Success
Resilience (Br) Æmber (Int)
Riding (Ag) Crucible (Int) Failure
Skulduggery (Cun) Culture (Int) Advantage
Stealth (Ag) Science (Int) Threat
Streetwise (Cun) CUSTOM SKILLS CAREER? DICE POOL
Triumph
Survival (Cun)
Vigilance (Will) Despair
WEAPONRY
WEAPON SKILL DAMAGE CRIT RANGE SPECIAL
Subspace Ranged
8 Short This weapon's damage is applied as strain, not wounds.
Inversion Projector or
Brawl
Fists 2 Engaged Spend to knock target prone
or
NOTABLE FEATURES:
DESIRE: SAFETY FEAR: POVERTY
There is nothing Arash wants more than for her Lack of money is a constant concern for Arash, who Always has a book or two nearby
daughter to maintain her new state of life, as unusual has little left to sell or trade to maintain her library.
as it is (even for the Crucible). And if the library goes, so does her daughter.
EQUIPMENT LOG
Second Wind (Core Rulebook) 74 Once per encounter, you may use this talent to heal one strain.
2 3 2 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
5 10 14 0 0
SKILLS DICE & SYMBOLS
GENERAL SKILLS CAREER? DICE POOL COMBAT SKILLS CAREER? DICE POOL
DICE TYPES
Æmbercraft (Will) Brawl (Br)
Athletics (Br) Gunnery (Ag)
Ability
Computers (Int) Melee (Br) Difficulty
Cool (Pr) Ranged (Ag) Boost
Coordination (Ag) SOCIAL SKILLS CAREER? DICE POOL
Setback
Discipline (Will) Charm (Pr)
Mechanics (Int) Coercion (Will) Proficiency
Medicine (Int) Deception (Cun) Challenge
Operating (Int) Leadership (Pr)
Perception (Cun) Negotiation (Pr) DICE SYMBOLS
Piloting (Ag) KNOWLEDGE SKILLS CAREER? DICE POOL
Success
Resilience (Br) Æmber (Int)
Riding (Ag) Crucible (Int) Failure
Skulduggery (Cun) Culture (Int) Advantage
Stealth (Ag) Science (Int) Threat
Streetwise (Cun) CUSTOM SKILLS CAREER? DICE POOL
Triumph
Survival (Cun)
Vigilance (Will) Despair
WEAPONRY
WEAPON SKILL DAMAGE CRIT RANGE SPECIAL
NOTABLE FEATURES:
DESIRE: WEALTH FEAR: OBSCURITY
Nalea loves luxury above all, in both her Nalea is always upset when her grand crimes don’t Purple skin, Golden Eyes
surroundings and possessions. One day she’s steal get the publicity and attention they deserve. She puts
enough to afford her dream existence. a lot of effort into them, after all!
EQUIPMENT LOG
3 2 3 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
5 16 12 1 0
SKILLS DICE & SYMBOLS
GENERAL SKILLS CAREER? DICE POOL COMBAT SKILLS CAREER? DICE POOL
DICE TYPES
Æmbercraft (Will) Brawl (Br)
Athletics (Br) Gunnery (Ag)
Ability
Computers (Int) Melee (Br) Difficulty
Cool (Pr) Ranged (Ag) Boost
Coordination (Ag) SOCIAL SKILLS CAREER? DICE POOL
Setback
Discipline (Will) Charm (Pr)
Mechanics (Int) Coercion (Will) Proficiency
Medicine (Int) Deception (Cun) Challenge
Operating (Int) Leadership (Pr)
Perception (Cun) Negotiation (Pr) DICE SYMBOLS
Piloting (Ag) KNOWLEDGE SKILLS CAREER? DICE POOL
Success
Resilience (Br) Æmber (Int)
Riding (Ag) Crucible (Int) Failure
Skulduggery (Cun) Culture (Int) Advantage
Stealth (Ag) Science (Int) Threat
Streetwise (Cun) CUSTOM SKILLS CAREER? DICE POOL
Triumph
Survival (Cun)
Vigilance (Will) Despair
WEAPONRY
WEAPON SKILL DAMAGE CRIT RANGE SPECIAL
Ironwood Staff Melee 7 Engaged
or
Fists Brawl 3 Engaged Spend to knock target prone
or
NOTABLE FEATURES:
DESIRE: BELONGING FEAR: ISOLATION
Despite the often antagonistic views of some Taryx has lived alone his entire life, but a recent taste
neighbors, Taryx feels a part of the local community of companionship has made him realize he doesn’t
and its many beings, and can’t imagine living want that anymore.
anywhere else.
EQUIPMENT LOG
ÆMBITS: 40 ÆMBER:
1 2 4 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
4 12 14 1 1
SKILLS DICE & SYMBOLS
GENERAL SKILLS CAREER? DICE POOL COMBAT SKILLS CAREER? DICE POOL
DICE TYPES
Æmbercraft (Will) Brawl (Br)
Athletics (Br) Gunnery (Ag)
Ability
Computers (Int) Melee (Br) Difficulty
Cool (Pr) Ranged (Ag) Boost
Coordination (Ag) SOCIAL SKILLS CAREER? DICE POOL
Setback
Discipline (Will) Charm (Pr)
Mechanics (Int) Coercion (Will) Proficiency
Medicine (Int) Deception (Cun) Challenge
Operating (Int) Leadership (Pr)
Perception (Cun) Negotiation (Pr) DICE SYMBOLS
Piloting (Ag) KNOWLEDGE SKILLS CAREER? DICE POOL
Success
Resilience (Br) Æmber (Int)
Riding (Ag) Crucible (Int) Failure
Skulduggery (Cun) Culture (Int) Advantage
Stealth (Ag) Science (Int) Threat
Streetwise (Cun) CUSTOM SKILLS CAREER? DICE POOL
Triumph
Survival (Cun)
Vigilance (Will) Despair
WEAPONRY
WEAPON SKILL DAMAGE CRIT RANGE SPECIAL
NOTABLE FEATURES:
DESIRE: AMBITION FEAR: FAILURE
Briiip wants greater power in Nova Hellas, so as to Despite their current leadership position, Briiip
conduct even more expensive experiments (and knows that too many noticeable mistakes means an
crush any Elders who get in their way). appointment with a reeducation pod.
EQUIPMENT LOG
So long as you act according to its interests, you add to social skill checks
One of Us! 75
targeting members of Mars.
1 2 2 3 4 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
4 15 14 0 0
SKILLS DICE & SYMBOLS
GENERAL SKILLS CAREER? DICE POOL COMBAT SKILLS CAREER? DICE POOL
DICE TYPES
Æmbercraft (Will) Brawl (Br) [Will]
Athletics (Br) Gunnery (Ag)
Ability
Computers (Int) Melee (Br) Difficulty
Cool (Pr) Ranged (Ag) Boost
Coordination (Ag) SOCIAL SKILLS CAREER? DICE POOL
Setback
Discipline (Will) Charm (Pr)
Mechanics (Int) Coercion (Will) Proficiency
Medicine (Int) Deception (Cun) Challenge
Operating (Int) Leadership (Pr)
Perception (Cun) Negotiation (Pr) DICE SYMBOLS
Piloting (Ag) KNOWLEDGE SKILLS CAREER? DICE POOL
Success
Resilience (Br) Æmber (Int)
Riding (Ag) Crucible (Int) Failure
Skulduggery (Cun) Culture (Int) Advantage
Stealth (Ag) Science (Int) Threat
Streetwise (Cun) CUSTOM SKILLS CAREER? DICE POOL
Triumph
Survival (Cun)
Vigilance (Will) Despair
WEAPONRY
WEAPON SKILL DAMAGE CRIT RANGE SPECIAL
Willpower
Telekinetic Punch 6 Short Spend to knock target prone
or
NOTABLE FEATURES:
DESIRE: JUSTICE FEAR: CHANGE
Wibble views righting wrongs as a delightful Or rather, a lack of it. Wibble loves change and is Slightly Translucent
experience, and sometimes cannot fathom why easily bored. Luckily, her work with Pplimz ensures
others would ever do ill unto others. there are always new cases to solve. Shines with an ever-changing display of lights
EQUIPMENT LOG
None None
ÆMBITS: 0 ÆMBER:
Hoverer (Core Rulebook) 100 You float above the ground and ignore the terrain below you.
Echolocation 45 You can "see" in the dark, around corners, or even beyond solid walls
You can alter your body's natural luminescence to pass messages to allies within
Silent Communication 75
short range. Hopefully they know how to understand them.
2 2 3 2 2 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
4 14 12 0 0
SKILLS DICE & SYMBOLS
GENERAL SKILLS CAREER? DICE POOL COMBAT SKILLS CAREER? DICE POOL
DICE TYPES
Æmbercraft (Will) Brawl (Br)
Athletics (Br) Gunnery (Ag)
Ability
Computers (Int) Melee (Br) Difficulty
Cool (Pr) Ranged (Ag) Boost
Coordination (Ag) SOCIAL SKILLS CAREER? DICE POOL
Setback
Discipline (Will) Charm (Pr)
Mechanics (Int) Coercion (Will) Proficiency
Medicine (Int) Deception (Cun) Challenge
Operating (Int) Leadership (Pr)
Perception (Cun) Negotiation (Pr) DICE SYMBOLS
Piloting (Ag) KNOWLEDGE SKILLS CAREER? DICE POOL
Success
Resilience (Br) Æmber (Int)
Riding (Ag) Crucible (Int) Failure
Skulduggery (Cun) Culture (Int) Advantage
Stealth (Ag) Science (Int) Threat
Streetwise (Cun) CUSTOM SKILLS CAREER? DICE POOL
Triumph
Survival (Cun)
Vigilance (Will) Despair
WEAPONRY
WEAPON SKILL DAMAGE CRIT RANGE SPECIAL
Talon Appendages Brawl 3 Engaged Spend to knock target prone
or
NOTABLE FEATURES:
DESIRE: JUSTICE FEAR: CHANGE
Unlike their partner, Pplimz views their work as a Pplimz is worried about growing stagnant, even with Flat, screenlike head that displays face
necessary and vital part of society rather than “fun.” the wild mix of cases they encounter. They often use
Still, they do enjoy solving crimes and thwarting vile new hats to liven things up. Arm/limbs sprout a variety of finger types
schemes.
Organic material visible along chassis joins
You don't need to eat, sleep, or breathe, and are unaffected by toxins and poisons. You
Artificial (well, mostly) 39
can be “healed” by using the Mechanics skill instead of the Medicine skill.
Durable (Core Rulebook) 73 Reduce any Critical Injury result you suffer by 10, to a minimum of 01.
2 2 2 3 2 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOAK WOUND THRESHOLD STRAIN THRESHOLD M/R DEFENSE
4 12 12 0 0
SKILLS DICE & SYMBOLS
GENERAL SKILLS CAREER? DICE POOL COMBAT SKILLS CAREER? DICE POOL
DICE TYPES
Æmbercraft (Will) Brawl (Br)
Athletics (Br) Gunnery (Ag)
Ability
Computers (Int) Melee (Br) Difficulty
Cool (Pr) Ranged (Ag) Boost
Coordination (Ag) SOCIAL SKILLS CAREER? DICE POOL
Setback
Discipline (Will) Charm (Pr)
Mechanics (Int) Coercion (Will) Proficiency
Medicine (Int) Deception (Cun) Challenge
Operating (Int) Leadership (Pr)
Perception (Cun) Negotiation (Pr) DICE SYMBOLS
Piloting (Ag) KNOWLEDGE SKILLS CAREER? DICE POOL
Success
Resilience (Br) Æmber (Int)
Riding (Ag) Crucible (Int) Failure
Skulduggery (Cun) Culture (Int) Advantage
Stealth (Ag) Science (Int) Threat
Streetwise (Cun) CUSTOM SKILLS CAREER? DICE POOL
Triumph
Survival (Cun)
Vigilance (Will) Despair
WEAPONRY
WEAPON SKILL DAMAGE CRIT RANGE SPECIAL
NOTABLE FEATURES:
DESIRE: EXPERTISE FEAR: HUMILIATION
There are so many who take part, but Paul strives to Paul always tries his best in the annual events, but None really
be a member who everyone respects and looks up to is always worried of making a horrible error or
for each gathering. revealing a gap in his knowledge.
EQUIPMENT LOG
You may make an Average ( ) Deception check; for each the check generates,
Distraction! 78 one adversary of your choice within short range suffers 2 strain; for each you can
make one suffer 4 strain instead. This strain ignores soak protection.