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  Table of Contents 
  Character Creation ................................................................................................ 1 
  Race ...................................................................................................................... 1 
  Character Concept ............................................................................................ 1 
  Character Background .................................................................................... 11 
  Hindrances .......................................................................................................... 13 
  Edges ................................................................................................................... 23 
  Attributes ............................................................................................................. 41 
  Skills ....................................................................................................................... 41 
  Derived Traits ...................................................................................................... 43 
  Gear ..................................................................................................................... 45 
  Player Level ........................................................................................................ 45 
  Rules Addendum ................................................................................................... 46 
  Combat ............................................................................................................... 46 
  Bennies ................................................................................................................ 47 
  Communication ................................................................................................ 47 
  Final Questions ....................................................................................................... 47 
   
   
   
  CHARACTER CREATION 
  The following sections will help to guide players through the character 
  creation process, in the order that is to be used for this setting. 
  RACE 
  All characters will be human. 
  CHARACTER CONCEPT 
  The player should come up with a single sentence that describes the 
  concept behind his character.  This can be anything from “Merc with a 
  heart” to “Matilda, the girl with a dangerous smile”, anything really that 
  empathises what the heart of the character is about. 
  ARCHETYPES 
  To help with the character concept a number of archetypes, or examples, 
  of character types are presented below.  Please note that these are not a 
  definitive list of playable characters, or ‘classes’, but just give some 
  examples to help the player along. 
  
   
  2 
   
  BIOHACKER 
  Who wants to live forever?  You 
  do 
  of 
  course! 
  Humanity 
  is 
  evolving and you’re just giving it 
  a 
  helping 
  hand, 
  that’s 
  all.  
  You’ve been tinkering with ways 
  to make your body better, and 
  bioscience is showing you the 
  way, particularly with the new 
  CRISPR-L 3.0 toolkits.  It makes it 
  so 
  easy 
  to 
  genetically 
  manipulate your genes from the 
  comfort of your own home.  But 
  you’ve 
  got 
  to 
  be 
  careful, 
  sometimes things go wrong.  
  Badly wrong.  People turning to 
  goo. Or exploding.  Or worse.  
  But you’ll be alright, you know 
  what you’re doing.  Right? 
  Attributes: Agility d6, Smarts d6, 
  Spirit d6, Strength d6, Vigor d6 
  Skills: Notice d6, Knowledge 
  (Science) d6, Persuasion d6, 
  Taunt d6, Streetwise d6 +1 
  additional skill points 
  Charisma: –; Pace: 6; Parry: 5; 
  Toughness: 6 
  Hindrances: One Major, two 
  Minor 
  Edges: 
  Fast 
  Healer, 
  Strong 
  Willed, Brave 
   
   
   
  COP 
  Some people like to take the 
  law into their own hands, and 
  that’s on them.  You on the 
  other hand, you are the law.  So 
  what you do is above the law, 
  even when maybe it isn’t.  It’s 
  getting tough out on the streets 
  and you’ve got to do what it 
  takes to stay alive.  Even if that 
  means bending the rules a little 
  bit, or overlooking some minor 
  offences in order to catch the 
  big guy. 
  Attributes: Agility d6, Smarts d6, 
  Spirit d6, Strength d6, Vigor d8 
  Skills: Fighting d6, Notice d6, 
  Shooting d6, Knowledge (Law) 
  d6, Persuasion d6, Investigation 
  d6, Streetwise d6 +1 additional 
  skill points 
  Charisma: –; Pace: 6; Parry: 5; 
  Toughness: 6 
  Hindrances: One Major, two 
  Minor 
  Edges: 
  Sector 
  Cop, 
  Level 
  Headed 
   
  
   
  3 
   
  CORPORATE WORKER 
  Life 
  has 
  treated 
  you 
  well.  
  You’ve got a good job, a nice 
  house, enough money that you 
  don’t have to worry about most 
  things. 
   
  Except 
  there’s 
  something been on your mind 
  lately.  Looking at all the 
  suffering going on the world 
  whilst you sit in a comfy chair 
  makes you think that maybe 
  you’re part of the problem.  
  Maybe there’s more to life than 
  comfort and security. 
  Attributes: Agility d6, Smarts d8, 
  Spirit d6, Strength d6, Vigor d6 
  Skills: Gambling d6, Knowledge 
  (Business) 
  d6, 
  Notice 
  d4, 
  Persuasion d6, Taunt d6 +6 
  additional skill points 
  Charisma: 2; Pace: 6; Parry: 2; 
  Toughness: 5 
  Hindrances: One Major, two 
  Minor 
  Edges: 
  Corporate 
  Mediator, 
  Charismatic 
   
  CRIMINAL 
  It’s tough out there on the 
  streets, times are hard man, so 
  you gotta do what you gotta 
  do.  Whether it’s lifting some 
  extra off the back of a lorry, 
  roughing up some poor schmo 
  who’s behind on his payments, 
  or stealing from ‘the man’, 
  you’re the guy to do it.  Except 
  now some people have been 
  disappearing 
  from 
  the 
  neighbourhood, and it wasn’t 
  anything 
  to 
  do 
  with 
  you.  
  Someone else is on your turf, 
  and they need to be taught a 
  lesson… 
  Attributes: Agility d8, Smarts d6, 
  Spirit d6, Strength d6, Vigor d6 
  Skills: Stealth d8, Fighting d6, 
  Notice d6, Shooting d6, +6 
  additional skill points 
  Charisma: –; Pace: 6; Parry: 5; 
  Toughness: 5 
  Hindrances: One Major, two 
  Minor 
  Edges: Fleet Footed, Thief 
   
  
   
  4 
   
  DOCTOR 
  They say medicine is getting 
  better.  Try saying that at 
  midnight in the ER when the 
  victims 
  start 
  pouring 
  in, 
  it 
  doesn’t look so healthy then.  
  But you do your best, it’s what 
  you’re trained to do, it’s just 
  another night on Earth.  Except 
  that guy that came in last 
  week, well that was just weird.  
  Had burns up his arms that 
  looked like something had just 
  grabbed him, and he wouldn’t 
  talk about it.  And then he just 
  disappeared.  The nurse says he 
  just 
  discharged 
  himself, 
  but 
  there’s no way he got up and 
  walked out of there, not with 
  the painkillers he was on. 
  Attributes: Agility d8, Smarts d8, 
  Spirit d6, Strength d4, Vigor d6 
  Skills: 
  Knowledge 
  (Medicine) 
  d8, Healing d8, Notice d6, +7 
  additional skill points 
  Charisma: –; Pace: 6; Parry: 2; 
  Toughness: 5 
  Hindrances: One Major, two 
  Minor 
  Edges: Street Doctor, Common 
  Bond 
   
  DRIFTER 
  Times they are a changin’ man, 
  it’s tough trying to keep the 
  clothes on your back, let alone 
  a roof over your head.  The 
  government, they ain’t helping, 
  and those guys in suits just don’t 
  even see you anymore.  You’d 
  usually 
  stick 
  to 
  the 
  smaller 
  towns, but it’s getting barren 
  out there, a lot of places are 
  just drying up, whole towns 
  practically vanishing overnight.  
  And not all of those suits are 
  ignoring you, there’s a couple 
  you keep spotting whenever 
  you turn a corner.  In fact, if you 
  were paranoid you would say 
  they might be following you… 
  Attributes: Agility d6, Smarts d6, 
  Spirit d6, Strength d6, Vigor d8 
  Skills: Survival d8, Fighting d4, 
  Notice 
  d6, 
  Persuasion 
  d6, 
  Streetwise d6 +5 additional skill 
  points 
  Charisma: –; Pace: 6; Parry: 4; 
  Toughness: 6 
  Hindrances: One Major, two 
  Minor 
  Edges: Scavenger, Jack-of-all-
  trades 
   
  
   
  5 
   
  DRIVER 
  People are sooooo boring these 
  days. 
   
  Everyone 
  is 
  driving 
  around in self-driving cars that 
  look like a fucking bubble that 
  shit itself.  Not you though.  
  Those things can’t do things 
  that cars are really meant to 
  do, break speed limits, jump 
  gaps, go places they weren’t 
  supposed to go. That’s where 
  you come in, you know how to 
  drive.  That’s what you do.  And 
  there’s always people needing 
  people like you. 
  Attributes: Agility d8, Smarts d4, 
  Spirit d6, Strength d6, Vigor d4 
  Skills: Driving d8, Shooting d4, 
  Notice d4, Repair d6, Streetwise 
  d6 +5 additional skill points 
  Charisma: –; Pace: 6; Parry: 2; 
  Toughness: 4 
  Hindrances: One Major, two 
  Minor 
  Edges: Ace, Wild Car 
   
  ENVIRONMENTALIST 
  Damn the corporations!  Damn 
  the government!  They’re all at 
  it, and not a damn one of them 
  wants to help save the world.  
  The planet is teetering on the 
  edge of collapse and what do 
  those suited, smiling pricks do?  
  Argue over who gets first dibs 
  on the carcass.  Well not on 
  your watch.  Things need to be 
  said.  But more importantly 
  things need to be done, before 
  it’s too late! 
  Attributes: Agility d6, Smarts d8, 
  Spirit d8, Strength d4, Vigor d6 
  Skills: 
  Knowledge 
  (Environmental) d8, Survival d4, 
  Notice 
  d6, 
  Investigation 
  d6, 
  Persuasion d6, Shooting d6 +3 
  additional skill points 
  Charisma: –; Pace: 6; Parry: 2; 
  Toughness: 5 
  Hindrances: One Major, two 
  Minor 
  Edges: Strong-Willed, Naturalist 
   
  
   
  6 
   
  GOVERNMENT AGENT 
  Everyone 
  thinks 
  that 
  the 
  government has had it, that the 
  corps run the world now.  But I 
  got news for you – we’re still 
  here and fighting just as hard as 
  ever.  The corps may have most 
  of the money, but money isn’t 
  everything, and we’ve got the 
  power and influence to make 
  things happen.  Especially now 
  that the new operation has 
  started, 
  Operation 
  Genesys.  
  They’ve just moved you over to 
  it, and you haven’t been told 
  much, but it’s gonna change 
  the world, that’s for sure. 
  Attributes: Agility d6, Smarts d6, 
  Spirit d8, Strength d6, Vigor d6 
  Skills: Investigation d8, Driving 
  d4, Fighting d6, Shooting d6, 
  Notice d6, Persuasion d6 +3 
  additional skill points 
  Charisma: –; Pace: 6; Parry: 5; 
  Toughness: 5 
  Hindrances: One Major, two 
  Minor 
  Edges: 
  Government 
  Agent, 
  Quick Draw 
   
  HACKER 
  The web’s a wonderful thing, 
  anything is at your fingertips, 
  including fingertips if you want 
  them.  Not that anyone but the 
  most backwards of people use 
  their fingertips for such thing 
  anymore. 
   
  Shunting, 
  that’s 
  where it’s at these days, if you 
  can afford it of course.  So what 
  if the regulators haven’t passed 
  them for civilian use? The mil 
  has 
  got 
  them 
  up 
  to 
  the 
  eyeballs, especially with the 
  things the way they are with 
  Boris and Chan, and those 
  Quantum 
  Super 
  Computers 
  ain’t running themselves.  Well, 
  not yet. 
  Attributes: Agility d8, Smarts d8, 
  Spirit d6, Strength d4, Vigor d4 
  Skills: Investigation d8, Taunt d4, 
  Notice 
  d6, 
  Persuasion 
  d6, 
  Knowledge (Computers) d8 +4 
  additional skill points 
  Charisma: –; Pace: 6; Parry: 2; 
  Toughness: 5 
  Hindrances: One Major, two 
  Minor 
  Edges: Hacker, Luck 
   
  
   
  7 
   
  JOURNALIST 
  There’s always a story to tell.  
  Sometimes it’s the one right in 
  front of you, but more often 
  than not it’s the story behind 
  the story.  You gotta dig deep 
  to find the real truth, otherwise 
  you’re just polishing the sheen 
  on a turd.  However hard it may 
  be, even if it hurts people, the 
  truth must be told.  And now 
  the stories are getting weird.  
  Those ships that disappeared 
  off the Brazilian coast?  The 
  weird sightings in the woods 
  around Dusseldorf?  And now 
  there’s been the most recent 
  scoop 
  you 
  came 
  across, 
  something that can’t be true, 
  but the witnesses say it is. 
  Attributes: Agility d6, Smarts d8, 
  Spirit d8, Strength d4, Vigor d6 
  Skills: Investigation d8, Taunt d4, 
  Notice d6, Persuasion d6, +7 
  additional skill points 
  Charisma: –; Pace: 6; Parry: 2; 
  Toughness: 5 
  Hindrances: One Major, two 
  Minor 
  Edges: 
  Investigator, 
  Connections 
   
  MECHANIC 
  Everyone 
  always 
  needs 
  something fixed.  Car, bike, 
  radiator, you name it you can 
  fix it.  It’s getting harder though, 
  robots are taking so much of it 
  over, and stuff is getting so 
  complicated.  So you’ve been 
  learning, it’s hard, and you’ve 
  recently been given some weird 
  problems to solve.  This one car 
  came into you and the electrics 
  were shot, and the guy who 
  brought it in says there were 
  some weird lights just before 
  they cut out. 
  Attributes: Agility d8, Smarts d6, 
  Spirit d6, Strength d6, Vigor d6 
  Skills: Repair d8, Driving d4, 
  Streetwise 
  d6, 
  Fighting 
  d6, 
  Notice d6 +5 additional skill 
  points 
  Charisma: –; Pace: 6; Parry: 5; 
  Toughness: 5 
  Hindrances: One Major, two 
  Minor 
  Edges: Mr Fix-It, McGyver 
   
  
   
  8 
   
  MERCENARY 
  War. Huh. What is it good for?  
  Your 
  bank 
  balance, 
  that’s 
  what.  Whether it’s Mogadishu 
  or downtown Chicago, there’s 
  always someone that needs 
  your services.  The corps pay 
  better that’s for sure, but they 
  have some weird gigs that’s for 
  sure.  And this latest contract 
  you signed on for?  Let’s just say 
  you got a bad feeling about 
  this. 
  Attributes: Agility d8, Smarts d4, 
  Spirit d6, Strength d6, Vigor d8 
  Skills: Shooting d8, Fighting d6, 
  Stealth 
  d6, 
  Intimidation 
  d4, 
  Notice d6 +5 additional skill 
  points 
  Charisma: –; Pace: 6; Parry: 5; 
  Toughness: 6 
  Hindrances: One Major, two 
  Minor 
  Edges: Danger Sense, Brawler 
   
  PRIVATE INVESTIGATOR 
  Everybody 
  needs 
  something.  
  Maybe they lost something and 
  want it found.  Maybe they 
  want revenge on somebody 
  that got one over on them.  Or 
  maybe 
  they 
  just 
  want 
  something 
  done 
  right.  
  Whatever it is, your door is 
  always open (really must get 
  that 
  lock 
  fixed), 
  and 
  their 
  wallets are always open to you. 
  Attributes: Agility d6, Smarts d6, 
  Spirit d6, Strength d6, Vigor d6 
  Skills: Shooting d6, Fighting d6, 
  Stealth 
  d6, 
  Intimidation 
  d4, 
  Persuasion 
  d6, 
  Notice 
  d8, 
  Streetwise d6 +1 additional skill 
  point 
  Charisma: –; Pace: 6; Parry: 5; 
  Toughness: 5 
  Hindrances: One Major, two 
  Minor 
  Edges: Investigator, Intuition 
   
  
   
  9 
   
  QUARANTINE ENFORCER 
  The overcrowding of people 
  into urban sprawls, combined 
  with the aging infrastructure, is 
  causing problems.  Disease is 
  rife and with the increase in 
  antibiotic 
  resistant 
  superbugs 
  sometimes things can get out of 
  control.  That’s where you come 
  in.  Someone’s got to make sure 
  infection doesn’t spread and 
  that’s on you.  It’s a hard job 
  but someone’s got to do it.  Of 
  course 
  you 
  don’t 
  get 
  into 
  physical 
  contact 
  with 
  the 
  infected, that’s what the robots 
  are for, and you just control 
  them.  Except that sometimes 
  the damn things glitch, and 
  then you’ve got to go fix them.  
  Just try to avoid contact whilst 
  you’re out there. 
  Attributes: Agility d8, Smarts d6, 
  Spirit d6, Strength d4, Vigor d8 
  Skills: 
  Pilot 
  d6, 
  Notice 
  d6, 
  Streetwise 
  d6, 
  Driving 
  d6, 
  Shooting d6, +7 additional skill 
  points 
  Charisma: -; Pace: 6; Parry: 5; 
  Toughness: 5 
  Hindrances: One Major, two 
   
  Minor 
  Edges: Ace, Quick 
  ROCK STAR 
  When it comes to fixing the 
  world it’s not at the top of your 
  priority list.  The world can go 
  burn as long as you can get 
  some great tunes to go with it.  
  It’s always party time, and 
  you’re the person to party with.  
  Some weird shit is hitting the 
  streets recently, new drugs that 
  are really messing people up, 
  some 
  new 
  psychoactive 
  substances that are causing 
  people to have some real bad 
  visions. 
  Attributes: Agility d6, Smarts d6, 
  Spirit d8, Strength d4, Vigor d8 
  Skills: Persuasion d6, Notice d6, 
  Streetwise d6, Taunt d6, Fighting 
  d6, , +7 additional skill points 
  Charisma: 2; Pace: 6; Parry: 5; 
  Toughness: 5 
  Hindrances: One Major, two 
  Minor 
  Edges: Attractive, Lucky 
   
  
   
  10 
   
  SCIENTIST 
  When it comes to fixing the 
  world it’s top of your priority list.  
  If there’s a problem, science 
  can solve it, given long enough 
  and a good enough working 
  hypothesis.  If it wasn’t for all 
  those big wig politicians and 
  corporate money monkeys you 
  could’ve saved the world by 
  now.  But funding is getting 
  harder 
  to 
  come 
  by 
  unless 
  you’re making something that 
  sells.  And saving the world ain’t 
  got people buying. 
  Attributes: Agility d6, Smarts d10, 
  Spirit d6, Strength d4, Vigor d4 
  Skills: Knowledge (Science) d8, 
  Persuasion 
  d6, 
  Notice 
  d6, 
  Knowledge 
  (Other) 
  d4, 
  +7 
  additional skill points 
  Charisma: –; Pace: 6; Parry: 2; 
  Toughness: 4 
  Hindrances: One Major, two 
  Minor 
  Edges: Scholar, Eidetic Memory 
   
  SOLDIER 
  The world’s not a nice place.  
  There’s conflict everywhere you 
  look, and you’ve looked in a lot 
  of places.  Still, Uncle Sam sends 
  you where he sends you, and 
  you just gotta do what they say.  
  Well that was all well and good 
  when they sent you to Iran, I 
  mean they had it coming didn’t 
  they?  But since you’ve been 
  back in the good ol’ US of A 
  command has been deploying 
  you into situations you just didn’t 
  see coming.  I mean, taking out 
  terrorists 
  is 
  one 
  thing, 
  but 
  enforcing civil peace don’t 
  seem right somehow.  I mean 
  these folks are your folk’s right?  
  Shooting at them, well it just 
  don’t seem, well, right. 
  Attributes: Agility d8, Smarts d4, 
  Spirit d8, Strength d6, Vigor d6 
  Skills: Shooting d8, Fighting d6, 
  Stealth d6, Survival d4, Notice 
  d6 +5 additional skill points 
  Charisma: –; Pace: 6; Parry: 5; 
  Toughness: 5 
  Hindrances: One Major, two 
  Minor 
  Edges: Hard to Kill, Tactician 
   
  
   
  11 
   
  VERTICAL FARMER 
  Food needs to come from 
  somewhere and those big farms 
  out in the sticks might be alright 
  for some, but the costs are a 
  burden on all those big corps.  
  Luckily it doesn’t have to be 
  that way You and many others 
  are growing food right here in 
  the city using vertical farms, 
  skyscrapers full of food that can 
  be sourced, processed and 
  packaged all in one place and 
  sold 
  straight 
  on 
  the 
  street.  
  You’ve even been dabbling 
  with some microbreweries down 
  in the basement.  Of course 
  being in the middle of city does 
  make 
  you 
  somewhat 
  of 
  a 
  target from those desperate for 
  food, or that power that brings.   
  Attributes: Agility d6, Smarts d6, 
  Spirit d6, Strength d6, Vigor d8 
  Skills: Knowledge (Agriculture) 
  d8, Fighting d4, Shooting d6, 
  Streetwise d4, Notice d6 +5 
  additional skill points 
  Charisma: –; Pace: 6; Parry: 5; 
  Toughness: 5 
  Hindrances: One Major, two 
  Minor 
   
  Edges: Intuition, Scavenger 
  CHARACTER BACKGROUND 
  In the first session the characters will be attending a school reunion in New 
  Hampshire (Exeter), so they will all need to be of the same age and have 
  attended the same school (although it is a school with international 
  students so may have different country origins).   
  The players will need to answer the following questions about their 
  characters background before play commences.  Don’t worry about 
  answering all of the questions; answer only those that feel applicable to 
  your character, although every player should try to answer at least half of 
  the questions listed below. 
  In addition all players should answer the group questions at the end 
  together; these are collaborative questions and are specific to the first 
  session that will be played and are therefore mandatory. 
  INTRODUCTION QUESTIONS 
  1. Do you have any nicknames, street names, titles, nom de plume?  
  2. Where do you live? Or are you a drifter someone who comes and 
  goes as he pleases 
  3. What is your most obvious blessing or strength? What do you 
  perceive as your greatest strength? And why? Was there any event 
  or cause of these Strengths? 
  4. What is your most obvious flaw or weakness? What do you perceive 
  as your greatest weakness? And why? Was there any event or 
  cause of these weaknesses? 
  PHYSICAL TRAITS 
  5. Do you look your age or do you appear older or younger than you 
  are? 
  
   
  12 
   
  6. What is your most distinguishing feature? Any scars, tattoos, 
  birthmark or facial hair? If so, how did you acquire them? What do 
  these distinguishing marks look like? Do they have any special 
  significance? Where are they located?  
  7. What kind of clothing do you wear? What is your clothing's style or 
  level of sophistication? 
  8. What sort of vocal tone do you have?  
  PSYCHOLOGICAL TRAITS 
  9. Do you direct your personal energies on the outside world 
  (Extrovert) or within your own inner world (Introvert)?  Extroverts tend 
  to be outgoing people-oriented persons with a wide range of 
  friends, but often talk or act too quickly without thinking things over.  
  Introverts are often seen as reflective or reserved but are 
  comfortable just doing their own thing and have just a few close, 
  personal friends.  They often think things over before they talk or act, 
  but sometimes don’t act quickly enough. 
  10. Do you pay more attention to information that comes in through 
  your five senses (Analytical), or do you pay more attention to the 
  patterns and possibilities that you see in the information you receive 
  (Intuitive)?  Analytical people pay attention to physical reality, what 
  they see, hear, touch, taste, and smell; they deal in facts and 
  evidence and tend to be more practical but less open-minded to 
  new ideas.  Intuitive people tend to pay most attention to 
  impressions or the meaning and patterns of the information they 
  get; but they can sometimes get lost in the possibilities and struggle 
  to translate them into reality. 
  11. Do you like to put more weight on objective principles and 
  impersonal facts (Logical) or do you put more weight on personal 
  concerns and the people involved (Sensual)?  Logical people, 
  when they make a decision, like to find the basic truth or principle to 
  be applied, regardless of the specific situation involved; this can 
  lead to insensitivity to situations and can come across as uncaring.  
  Sensual people, by contrast, believe they can make the best 
  decisions by weighing what people care about and the points-of-
  view of persons involved in a situation; but by others they can be 
  seen as idealistic and can sometimes miss the ‘hard truth’ of a 
  situation. 
  12. Do you prefer a more structured and decided lifestyle (Ordered) or 
  a more flexible and adaptable lifestyle (Chaotic)?  Ordered people 
  seem to prefer a planned or orderly way of life, like to have things 
  settled and organized; but they can get flustered in a disorganised 
  environment and can sometimes focus so much on a goal that they 
  miss new information.  Chaotic people seem to prefer a flexible and 
  spontaneous way of life, and they like to understand and adapt to 
  the world rather than organize it; however they can often spend so 
  long being flexible that they miss opportunities to make decisions. 
  HISTORY 
  13. Where is your hometown? What is your hometown's name? What is 
  your opinion of home?  
  14. What was the area like where you grew up and how did it affect 
  you? 
  15. Briefly describe a defining moment in your childhood and how it 
  influenced your life? Was it calm and peaceful or turbulent and 
  traumatic? Did you have any childhood friends? If so, who and 
  where are they now? 
  16. Do you have any deep, dark secrets in the past that may come 
  back to haunt you? If so, how might such secrets be revealed? How 
  far would you go to keep such secrets from being revealed? What 
  would you do if the truth became known? 
  17. Do you have any sort of criminal record?  
  FAMILY 
  
   
  13 
   
  18. Who were your parents? Were you raised by them? Do you know 
  who they are? Are they alive or dead? Was it Natural death or did 
  something bad happen? 
  19. Do you have any siblings? If so how many and what were/are their 
  names? Where do they live now? Do you stay in touch with them or 
  have you become estranged?  
  20. What was your family life like?  
  RELATIONSHIPS 
  21. Do you have any close friends? If so, who and what are they like? 
  What is the history of their relationship(s) with you? How close are 
  you to your friends? 
  22. Do you currently have a best friend whom you would protect with 
  your reputation or your life? If so, who are they and what caused 
  you to feel so close to them? What would have to happen for you 
  to end this relationship?  
  23. Do you have any bitter enemies? If so, who are they, what are they 
  like, and what is the history of their feud with you? Have you 
  defeated them before? How might these enemies seek to discomfit 
  you in the future?  
  24. What valuable or important contacts do you have? How did you 
  come to know them?  
  25. Name some things you hate in others? 
  26. What is the worst thing someone has done to you?  
  BELIEFS 
  27. Do you, or did you, have any role models? Do you have any heroes 
  or idols, either contemporary or from legend? If so, have you ever 
  met them? 
  28. Do you have any dreams or ambitions? If not, why? 
  29. What are your short-term goals (what would you like to be doing 
  within a year)? What are your long-term goals (what would you like 
  to be doing twenty years from now)? If these goals seem at odds 
  with each other or with your dreams, how do you reconcile the 
  differences? How do you seek to fulfil these dreams, goals, & 
  ambitions?  
  30. Do you have any great rational or irrational fears or phobias? If so, 
  what are the origins of or reasons behind them? What, if anything, 
  would it take for you to be able to overcome this? How do you 
  react when this fear manifests itself? Are you willing to discuss, or 
  even admit to, the situation?  
  31. What are your attitudes regarding material wealth? Are you miserly 
  with your share of the wealth, or do you spend it freely? Are you 
  greedy or generous? 
  32. Do you trust easily (perhaps too easily) or not?  
  GROUP QUESTIONS  
  33. How old are you? 
  34. Did you all know each other well at school?  If so how well?  Did you 
  share classes, dorm rooms, have a favourite teacher, anyone you 
  hated on the staff? 
  35. Have you kept in contact with each other since school?  If so how 
  have you kept in touch, physically meeting, living together, 
  exchanges on social media? 
  36. How are you getting to the reunion from wherever you now live? 
  Are you travelling independently or as a group? 
   
  HINDRANCES 
  Players may choose up to 1 major and 2 minor hindrances based on the 
  character background they have come up with.  Each minor hindrance 
  confers an extra point to spend on other areas (see below), a major 
  hindrance confers 2 points. 
  
   
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  Below is a complete list of all the hindrances available, sourced from the 
  core rulebook, Interface Zero, Realms of Cthulhu and Savagepedia.  Other 
  hindrances are available, but any not listed here must be checked with the 
  GM first. 
  ALL THUMBS (MINOR) 
  Some people just aren’t good with modern devices. Characters with this 
  drawback suffer a –2 penalty to the Repair skill at all times. In addition, 
  when a hero uses a mechanical or electronic device, a roll of 1 on his skill 
  die (regardless of his Wild Die) means the device is broken. The damage 
  usually requires a Repair roll at –2 and 1d6 hours to fix. 
  ALWAYS LOSING THINGS (MINOR) 
  Your character just can’t seem to hold onto things.  As a result of their 
  forgetfulness, your character loses a random (important) item at the 
  beginning of every session, if they fail a Smarts test. 
  ANAEMIC (MINOR) 
  An anaemic character is particularly susceptible to sickness, disease, 
  environmental effects, and fatigue. He subtracts 2 from all Fatigue checks 
  such as those made to resist poison and disease. (See page 99 for more 
  information on Fatigue and the various hazards that lead to it.) 
  ARROGANT (MAJOR) 
  Your hero doesn’t think he’s the best—he knows he is. Whatever it is—
  swordsmanship, kung fu, running—few compare to his skills and he flaunts it 
  every chance he gets. Winning just isn’t enough for your hero. He must 
  completely dominate his opponent. Anytime there is even a shadow of a 
  doubt as to who is better, he must humiliate his opponent and prove he 
  can snatch victory any time he wishes. He is the kind of man who disarms 
  an opponent in a duel just so he can pick the sword up and hand it back 
  with a smirk. Arrogant heroes always look for the “boss” in battle, attacking 
  lesser minions only if they get in the way. 
  BAD EYES (MINOR) 
  Your hero’s eyes just aren’t what they used to be. With glasses, there’s no 
  penalty but should he lose his glasses (generally a 50% chance when he’s 
  wounded, or no chance with a “nerd-strap”), he suffers a –2 penalty to any 
  Trait roll made to shoot or Notice something more than 60’ distant.  A 
  character may not offset this with surgery or cybernetics at the beginning of 
  the game, but may be bought out later with an advance.  
  BAD LUCK (MAJOR) 
  Your hero is a little less lucky than most. He gets one less Benny per game 
  session than normal. A character cannot have both Bad Luck and the Luck 
  Edge. 
  BAD REPUTATION (MINOR/MAJOR) 
  People think the worst of your character. If something bad happens, she’s 
  the first person to get blamed. Maybe she deserves it, maybe she doesn’t, 
  but no one seems to care about her say on the matter. As a Minor 
  Hindrance, the rumours people come up with about your character are 
  really exaggerated truths or outright lies. Maybe you have a couple 
  contacts in the Yakuza, but that doesn’t mean you’re “a hardened killer 
  the Yakuza hires for special missions.” As a Major Hindrance, you actually 
  have some sort of criminal record. The police are likely to turn up on your 
  doorstep if something goes down on your turf, even if you didn’t have 
  anything to do with it, and you’ve seen the inside of far too many 
  interrogation rooms. 
  BIG MOUTH (MINOR) 
  
   
  15 
   
  Loose lips sink ships, the saying goes. Your hero’s mouth could drown an 
  armada. Your character can’t keep a secret very well. He reveals plans 
  and gives away things best kept among friends, usually at the worst 
  possible times. 
  BLACKLISTED (MINOR/MAJOR) 
  Due to an event in your past, at least one organisation refuses to have 
  anything to do with you. The reasons may vary, but the end result is that, 
  unless you go to great lengths to hide your involvement, deals with this one 
  company will always go sour. At the Major level, your Blacklisting applies to 
  not just a single company, but an entire industry. Just imagine how hard it 
  would be to work in banking if your name is associated with one of the 
  worst banking scandals in history. 
  BLIND (MINOR / MAJOR) 
  The individual is completely without sight. He suffers a –6 to all physical tasks 
  that require vision (which is most everything) and –2 to most social tasks as 
  he can’t “read” those he’s interacting with as well as others. On the plus 
  side, Blind characters gain their choice of a free Edge to compensate for 
  this particularly difficult Hindrance.  If the player has had some form of 
  cybernetic or augmented implant to overcome this then this is not a 
  hindrance unless the replacement is faulty (50% chance of glitching for D10 
  turns if physically struck, at which point at -6 as above, this is the minor 
  version. 
  BLOODTHIRSTY (MAJOR) 
  Your hero never takes prisoners unless under the direct supervision of a 
  superior. This can cause major problems in a military campaign unless his 
  superiors condone that sort of thing. Your killer suffers –4 to his Charisma, but 
  only if his cruel habits are known. 
  CAN'T SWIM (MINOR) 
  This character simply can't swim. When subjected to water, the character 
  flounders for one round, then sinks the next, using normal rules for having no 
  oxygen. The character may not learn the swimming skill without first buying 
  off this hindrance. A character may normally tread water even without the 
  swimming skill (pace 1), but this hindrance causes the character to fail at 
  even that. 
  CAUTIOUS (MINOR) 
  Some folks gather too much intelligence. This character personifies over-
  cautiousness. He never makes rash decisions and likes to plot things out in 
  detail long before any action is taken. 
  CHRONIC DEPRESSION (MINOR/MAJOR) 
  The 
  character 
  is 
  afflicted 
  with 
  melancholies 
  that 
  make 
  him/her 
  unmotivated and disinterested in life. The character, when in a dreary 
  mood, is difficult to rouse to action. 
  Minor: Anytime you want to use a benny, make a Spirit check. If you fail, the 
  benny is wasted and has no effect. You may not use a benny for this roll. 
  Major: As above, but with a -2 penalty. 
  CLUELESS (MAJOR) 
  Your hero isn’t as aware of his world as most others. He suffers –2 to 
  Common Knowledge rolls. 
  CODE OF HONOUR (MAJOR) 
  
   
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  Honour is very important to your character. He keeps his word, won’t abuse 
  or kill prisoners, and generally tries to operate within his world’s particular 
  notion of proper gentlemanly or ladylike behaviour. 
  CURIOUS (MAJOR) 
  It killed the cat, and it might kill your hero as well. Curious characters are 
  easily dragged into any adventure. They have to check out everything and 
  always want to know what’s behind a potential mystery. 
  DEATH WISH (MINOR) 
  Having a death wish doesn’t mean your adventurer is suicidal—but he does 
  want to die after completing some important goal. Maybe he wants 
  revenge for the murder of his family, or maybe he’s dying from disease and 
  wants to go out in a blaze of glory. He won’t throw his life away for no 
  reason, but when there’s a chance to complete his goal, he’ll do 
  anything—and take any risk—to achieve it. This Hindrance is usually Minor 
  unless the goal is relatively easily fulfilled (very rare). 
  DEBT (MINOR/MAJOR) 
  Sometimes a character needs or wants to start with that extra “something” 
  but just doesn’t have the money to make it happen. But hey, this is 2032, 
  and if you’re willing to sell your soul you can always get funds on credit, ne? 
  If you’re a pizza delivery driver and want to have that ride so you can work, 
  for example, just head on down to Honest Rex and try his first-time buyer 
  program. As a Minor Hindrance, the character may make a single 
  purchase equal to the vehicle lifestyle rating (for example an average 
  lifestyle means up to $25,000), but must add $500 to his cost of living. Should 
  he fail to make his payment, he must make it up the next session by paying 
  double. If he fails to pay for two consecutive sessions, the character 
  acquires the equivalent of the Wanted Hindrance as debt collectors (or 
  Rex’s thugs) continually harass him for money. Should the character 
  continue to default on his payments, at the very least his purchase will be 
  repossessed — at the very worst he may find himself on the wrong end of a 
  different sort of contract. The Major version of this Hindrance works much 
  the same, except the character may make a single purchase equal to the 
  property deposit in dollars (e.g. an average lifestyle equates to $50,000) 
  and must add $1,000 to his cost of living. The lender is also likely to be 
  more…unhappy with defaulted payments. Note: The GM should use the 
  optional Cost of Living rules below. 
  DELUSIONAL (MINOR OR MAJOR) 
  Your hero believes something that is considered quite strange by everyone 
  else. Minor Delusions are harmless or the character generally keeps it to 
  himself (the government puts sedatives in soft drinks, dogs can talk, we’re 
  all just characters in some bizarre game, etc.). With a Major Delusion, he 
  expresses his view on the situation frequently and it can occasionally lead 
  to danger (the government is run by aliens, hospitals are deadly, I’m 
  allergic to armour, zombies are my friends). 
  DOUBTING THOMAS (MINOR) 
  Some people don’t believe in the supernatural until they’re halfway down 
  some creature’s gullet. Doubting Thomases are sceptics who try their best 
  to rationalize supernatural events. Even once a Doubting Thomas realizes 
  the supernatural exists, he still tries to rationalize weird events, following red 
  herrings or ignoring evidence. Doubting Thomases suffer –2 to their Fear 
  checks when confronted with undeniable supernatural horror. 
  ELDERLY (MAJOR) 
  Your adventurer is getting on in years, but he’s not quite ready for the 
  nursing home. His Pace is reduced by 1, and his Strength and Vigor drop a 
  die type to a minimum of d4, and cannot be raised thereafter. On the plus 
  
   
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  side, the wisdom of his years grants the hero 5 extra skill points that may be 
  used for any skills linked to Smarts. 
  ENEMY (MINOR OR MAJOR) 
  Someone out there hates the character and wants him dead. The value of 
  the Hindrance depends on how powerful the enemy is and how often he 
  might show up. A Minor Enemy might be a lone person out for vengeance. 
  A Major Enemy might be an entire organisation who wants your hero dead. 
  If the enemy is one day defeated, the GM should gradually work in a 
  replacement, or the hero may buy off the Hindrance by sacrificing an 
  Advance. 
  EXPENSIVE TASTE (MINOR) 
  It's not like this character specifically chooses to buy only the most 
  expensive equipment. It's more that the items that he likes have a tendency 
  to be the most expensive ones available. Whenever the character buys 
  equipment, he pays 25% more than the listed price for the purchased item. 
  FLASHBACKS (MINOR) 
  The Hero has suffered a traumatic event in his life that has taken a portion 
  of his sanity with it. Whenever the Hero sees or hears an object, person, 
  sound etc. that may have been linked to a specific traumatic event in his 
  life he must make a Spirit roll. With a failure the hero suffers a flashback and 
  is shaken, he may begin hallucinating and acting as if he were actually in 
  his flashback. 
  GLASS JAW (MINOR) 
  Your hero doesn’t handle physical pain and injury well. He suffers a –2 
  penalty on all soak rolls. 
  GREEDY (MINOR OR MAJOR) 
  Your miserly hero measures his worth in treasure. If a Minor Hindrance, he 
  argues bitterly over any loot acquired during play. If a Major Hindrance, he 
  fights over anything he considers unfair, and may even kill for his “fair 
  share.” 
  HABIT (MINOR OR MAJOR) 
  Your warrior has an annoying and constant habit of some sort. Maybe she 
  picks her nose, says “y’know” in every sentence, or chews gum like it’s 
  going out of style. A Minor Habit irritates those around her but isn’t 
  dangerous. Your hero suffers a –1 Charisma. A Major Habit is a physical or 
  mental addiction of some sort that is debilitating or possibly even deadly. 
  This includes drug use, chronic drinking, or perhaps even an addiction to 
  virtual reality in a high-tech setting. A character that doesn’t get his fix must 
  make a Fatigue check every 24 hours thereafter (see Fatigue on page 99). 
  The first failed roll makes the character Fatigued, then Exhausted. The final 
  result is a coma for hard drug use, or a bad case of the shakes for things like 
  alcohol or VR. Medical care may ease the symptoms. Otherwise the victim 
  must live with the penalties for 1d6 days. Afterward, the hero must buy off 
  the Hindrance by sacrificing an opportunity to Advance or he eventually 
  falls back into his dependency. 
  HEROIC (MAJOR) 
  This noble soul never says no to a person in need. She doesn’t have to be 
  happy about it, but she always comes to the rescue of those she feels can’t 
  help themselves. She’s the first one to run into a burning building, usually 
  agrees to hunt monsters for little or no pay, and is generally a pushover for a 
  sob story. 
  IMPATIENT (MINOR/MAJOR) 
  
   
  18 
   
  Minor: The character is nervous by nature, always in a hurry, has the 
  attention span of a gnat, or something similar. He suffers a cumulative 
  penalty (-1,-2,-4,-6...) for consecutive rolls of the same (non-combat) 
  matter. (Example: A thief gets penalties if he tries to open a lock if he had 
  failed a first try). If he uses a benny to gain a reroll, the penalty does not 
  apply. 
  Major: The penalties stay the same even if he uses bennies. 
  INDEBTED (MINOR/MAJOR) 
  Sometimes, you just owe someone in a way money can’t repay. Maybe it’s 
  out of a sense of duty; maybe it’s out of a sense of debt. Whatever the 
  case, a character with this Hindrance is one of those peeps and it runs 
  deeper than a simple sense of service. A character with Indebted as a 
  Minor Hindrance has someone he’s a little indebted to. Most of the time it 
  won’t make a big difference other than in how he behaves, but 
  occasionally that “someone” might need something like a favour or some 
  help. The character could refuse, but it’ll cost him a Benny (if not a certain 
  amount of self-esteem). If the Hindrance is a Major one, the character owes 
  someone big-time. In this case, he may be called upon more often, and 
  the costs of ignoring this call can be greater. The GM should decide how 
  many bennies the character loses based on the nature of the favour. If it 
  was a little one, maybe a single point (for No Style); if it was a big one, it 
  could be as many as five points (as if for Failing a Run, or worse), if this is 
  greater than the total number they have it rolls over into the next session 
  until it is paid off. If for some reason the character can’t pay the penalties, 
  he may wind up with an Enemy or even a Wanted Hindrance. 
  INSOMNIA (MINOR) 
  The hero suffers from the inability to sleep. Whether it is in the form of 
  insomnia itself, or maybe some form of night terror, is up to you. Whenever 
  the character is attempting to fall asleep, he must make a spirit roll. With a 
  failure he is unable to sleep for the next 6 hours. Taking proper medication 
  will give the hero a +2 to his rolls for the day. 
  LAME (MINOR / MAJOR) 
  A past wound has nearly crippled your hero. His basic Pace is reduced by 2 
  and he rolls only a d4 for running rolls. A character’s Pace may never be 
  reduced below 1.  Augmented fixing of this nullifies the hindrance; a minor 
  hindrance may be taken if it is a botched job which may malfunction (50% 
  chance) if physically struck in that location. 
  LOYAL (MINOR) 
  Your character may not be a hero, but he’d give his life for his friends. This 
  character can never leave a man behind if there’s any chance at all he 
  could help. 
  MAGNET (MINOR/MAJOR) 
  Whether it’s her looks, fame, or something else you can’t explain, certain 
  people find your hero very alluring. Sadly, they’re never those she wishes 
  were drawn to her. As a Minor Hindrance, one or two fans show up as an 
  inconvenience or occasional distraction. The Major version has swarms of 
  fans that could get her into serious trouble. Imagine trying to do a run while 
  hounded by a half-dozen reporters! Example fans include criminal 
  wannabes hoping to curry her favour, journalists or reality show producers. 
  MEAN (MINOR) 
  This fellow is ill-tempered and disagreeable. No one really likes him, and he 
  has trouble doing anything kind for anyone else. He must be paid for his 
  troubles and doesn’t even accept awards graciously. Your character 
  suffers –2 to his Charisma. 
  
   
  19 
   
  MILQUETOAST (MAJOR) 
  This investigator believes firmly in the sanctity of their mind and body and 
  recovers slowly from shock and trauma. They suffer a –2 penalty to Spirit rolls 
  to recover from being Shaken. The investigator may use a level up once he 
  reaches Seasoned or any time thereafter to eliminate this Hindrance. 
  MOTION SICKNESS (MINOR) 
  Whenever the character makes a trip by plane, boat, car, or other fast 
  moving vehicle for more than an hour, s/he must make a Vigor roll. If s/he 
  fails, s/he suffers a point of fatigue. A character cannot suffer more than 
  one point of fatigue in this way and the fatigue is removed once s/he has a 
  few calm minutes off the vehicle. 
  OBESE (MINOR) 
  Particularly large people often have great difficulty in dangerous physical 
  situations. Those who carry their weight well have the Brawny Edge. Those 
  who don’t handle it very well are Obese. A character cannot be both 
  Brawny and Obese. An Obese hero adds 1 to his Toughness, but his Pace is 
  decreased by 1 and his running die is a d4. Obese characters may also 
  have difficulty finding armour or clothing that fits, squeezing into tight 
  spaces, or even riding in confined spaces such as coach airplane seats or 
  compact cars. 
  ONE ARM (MINOR / MAJOR) 
  Whether by birth or battle, your hero has lost an arm. Fortunately, his other 
  arm is (now) his “good” one. Tasks that require two hands, such as 
  Climbing, suffer a –4 modifier.  If the player has had some form of 
  cybernetic or augmented implant to overcome this then this is not a 
  hindrance unless the replacement is faulty (50% chance of glitching for D10 
  turns if physically struck, at which point at -4 as above, this is the minor 
  version. 
  ONE EYE (MINOR / MAJOR) 
  Your hero lost an eye for some unfortunate reason. If he doesn’t wear a 
  patch or buy a glass replacement (typically $500), he suffers –1 to his 
  Charisma for the grotesque wound. He suffers –2 to any Trait rolls that 
  require depth perception, such as Shooting or Throwing, jumping a ravine 
  or rooftop, and so on.  Augmented fixing of this nullifies the hindrance; a 
  minor hindrance may be taken if it is a “glitched” job which may 
  malfunction (50% chance) for D10 turns if physically struck in that location. 
  ONE LEG (MINOR / MAJOR) 
  With a prosthetic, One Leg acts exactly like the Lame Hindrance, reducing 
  Pace by 2 and running rolls are now a d4. Without a prosthetic, the 
  character’s Pace is 2 and he can never run. He also suffers –2 to Traits that 
  require mobility, such as Climbing and Fighting. A character with one leg 
  also suffers a –2 penalty to his Swimming skill (and Pace). If the player has 
  had some form of cybernetic or augmented implant to overcome this then 
  this is not a hindrance unless the replacement is faulty (50% chance of 
  glitching for D10 turns if physically struck, at which point at the effects are as 
  above, this is the minor version. 
  OVERCONFIDENT (MAJOR) 
  There’s nothing out there your hero can’t defeat. At least that’s what he 
  thinks. He believes he can do most anything and never wants to retreat 
  from a challenge. He’s not suicidal, but he certainly takes on more than 
  common sense dictates. 
  OWNED (MAJOR) 
  
   
  20 
   
  Whether due to experimental procedures that keep you alive, or a 
  contract for indentured servitude in order to pay back a large debt, your 
  individual liberty is severely hampered because you are, for all intents and 
  purposes, property of the organisation that holds your contract. For the 
  most part, this Hindrance means you have little say over your actions; it is 
  not uncommon for you to be given orders with the expectation that you 
  fulfil them. At the end of a very lengthy and dangerous mission for your 
  contract owners, you might be able to buy this Hindrance off by spending 
  an Advance once you hit Seasoned Rank. 
  PACIFIST (MINOR OR MAJOR) 
  Your hero absolutely despises violence. Minor pacifism means he only fights 
  when given no other choice, and never allows the killing of prisoners or 
  other defenceless victims. Major Pacifists won’t fight living characters under 
  any circumstances. They may defend themselves, but won’t do anything to 
  permanently harm sentient, living creatures. Note that undeniably evil 
  creatures, undead, demons, and the like are fair game. A Major Pacifist 
  might also fight with nonlethal methods, such as with his fists. Such 
  characters only do so when obviously threatened, however. 
  PERSISTENT INJURY (MINOR) 
  An old injury that never quite healed or other chronic condition sometimes 
  comes back to haunt the character. This could be an old sports injury, 
  arthritis, a bullet that was never dislodged, etc. Whenever the character 
  rolls a natural 1 using his/her Strength or Agility attributes, s/he is 
  automatically shaken. 
  PHOBIA (MINOR OR MAJOR) 
  Phobias are overwhelming and irrational fears that stay with a hero for the 
  rest of his life. Whenever a character is in the presence of his phobia, he 
  subtracts 2 from all his Trait tests as a Minor Hindrance and 4 if the fear is a 
  Major Phobia. Phobias shouldn’t be too obvious—everyone should be 
  afraid of vampires, for example, so it’s not a phobia—it’s common sense. 
  Instead, the phobia usually centres on some random element the mind 
  focused on during whatever encounter caused such a fright. Remember, 
  phobias are irrational fears. 
  POOR CARDIO (MAJOR) 
  The character has bronchitis, asthma, emphysema, or other condition 
  making breathing difficult. Every turn the character runs consecutively, his / 
  her Pace is cumulatively reduced by 2 yards. These penalties may be 
  removed one at a time by catching his / her breath for one turn. Example: 
  A Character has run for 3 turns in a row. His Pace is 12 yards + 1d12 yards – 6 
  yards. If s/he doesn't move next turn, the penalty will be reduced by 4 
  yards. 
  POVERTY (MINOR / MAJOR) 
  It’s said a fool and his money are soon parted. Your hero is that fool. Please 
  see the lifestyle rules further down for impacts of minor and major poverty 
  hindrances. 
  QUIRK (MINOR) 
  Your hero has some minor foible that is usually humorous, but can 
  occasionally cause him trouble. A swashbuckler may always try to first slash 
  his initials on his foes before attacking, a dwarf may brag constantly about 
  his culture, or a snobby debutante might not eat, drink, or socialize with the 
  lower class. 
  SECRET (MINOR/MAJOR) 
  Your character has a secret, which if known, will complicate her life 
  severely. It could be she once worked for one of the big corporations and 
  
   
  21 
   
  helped to develop a bioweapon currently hurting large portions of the 
  population. Perhaps your character is an undercover police officer who has 
  currently infiltrated a gang. In all cases, revelation of the secret will cause 
  major trouble for your character. The Minor version of this Hindrance simply 
  means the reveal of the secret will be of major embarrassment, and 
  possibly cause the character to become wanted, or to lose contacts, 
  friends and associates due to its nature. The Major version of this Hindrance 
  means the character’s life, and possibly those around him, will be put into 
  direct danger from the revelation of this secret. If the genie is permanently 
  out of the bottle and there’s no hope of covering this up, the GM can 
  replace this Hindrance with one of equal measure: e.g., Outsider for a 
  Minor version, or Enemy (Major) for the Major version. 
  SHAKES (MINOR) 
  For some reason, this character has some faulty wiring in the brain. Whether 
  it’s from a birth defect or because helpful doctors from some research 
  project made a neural pathway zig where it should have zagged, the result 
  is the same: he suffers the shakes if he is overwhelmed by stress. Whenever 
  this character is forced to make a Spirit roll and fails, he must make an 
  immediate Vigor roll that fails as well, he begins to have a seizure. The 
  seizure causes the character to fall prone and suffer a −2 penalty on all 
  action rolls until it passes. Additionally, the character can only move at 
  Pace 3 for the duration. The seizure lasts 15 rounds minus a number of 
  rounds equal to the character’s Spirit. The good news is that there is always 
  some form of chemical treatment to offset the potential seizures. As long as 
  the character has access to his medication, he doesn’t have to make a 
  Vigor check when he fails a Spirit check, but this requires spending money 
  — deducting $500 from the characters lifestyle funds, if they are destitute 
  this treatment will not be available unless they also take the Debt 
  Hindrance. If they are poor the character can spend $250 on cheaper, 
  natural alternative sources, but these are invariably less effective. The 
  character must still make his Vigor check on failed Spirit rolls, but he gets a 
  +1 bonus. 
  SHELL SHOCK (MAJOR) 
  The character has a tendency to freeze up in combat. He begins the first 
  round of combat Shaken. This condition can be removed normally. 
  SLOW (MAJOR) 
  The character is not a quick as others are when it comes to reacting to 
  combat. When drawing cards, if they get a Jack or better, they draw 
  another card until they get a card lower than a Jack. They act on the lower 
  of the cards drawn. This Hindrance does not apply to Jokers. 
  SLOW-WITTED (MINOR/MAJOR) 
  The Character is either very gullible or easily distracted (or both). 
  Minor: -2 penalty to resist one type of Trick (either Smarts or Agility). 
  Major: The penalty affects both types of Tricks. 
  SMALL (MAJOR) 
  Your character is either very skinny, very short, or both relative to his 
  particular race. Subtract 1 from his Toughness for his reduced stature. 
  STUBBORN (MINOR) 
  This stubborn individual always wants his way and never admits he’s wrong. 
  Even when it’s painfully obvious he’s made a mistake he tries to justify it with 
  half-truths and rationalizations. 
  UGLY (MINOR) 
  
   
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  Unfortunately, this individual hit more than a few ugly sticks on his way 
  down the tree of life. His Charisma is lowered by 2, and he is generally 
  shunned by members of the opposite sex. 
  VENGEFUL (MINOR OR MAJOR) 
  Your character always attempts to right a wrong he feels was done to him. 
  If this is a Minor Hindrance, he usually seeks vengeance legally. The type 
  and immediacy of his vengeance varies by character, of course. Some will 
  plot and scheme for months to extract what they see as justice. Others 
  demand immediate results. If this is a Major Hindrance, your character will 
  kill to rectify his perceived injustice. 
  VOW (MINOR OR MAJOR) 
  The character has a vow of some sort. Whether it’s Major or Minor depends 
  on the Vow itself. Some may have Vows to particular orders or causes, to 
  the Hippocratic Oath, to rid the world of evil, and so on. The danger in 
  fulfilling the Vow and how often it might occur determines the level of the 
  Hindrance. Whatever the Vow, it’s only a Hindrance if it actually comes into 
  play from time to time and causes the character some discomfort. 
  WANTED (MINOR OR MAJOR) 
  Your hero has committed some crime in his past and will be arrested if 
  discovered by the authorities. This assumes the setting actually has laws and 
  police officers to enforce them. The level of the Hindrance depends on 
  how serious the crime was. A hero with numerous unpaid parking tickets (in 
  a game where he might have to drive occasionally) has a Minor 
  Hindrance, as does someone wanted for more serious crimes away from 
  the main campaign area. Being accused of murder is a Major Hindrance in 
  almost any setting. 
  WEAK-WILLED (MINOR/MAJOR) 
  This character has problems with face-to-face verbal conflict and will 
  usually back down in such situations. This character suffers -1 to all opposed 
  rolls, such as Persuasion, Taunt, or Intimidation, this penalty increases to -2 if 
  the Major version is chosen. 
  UNFOCUSED (MAJOR) 
  Your hero has a hard time focusing on any task he feels is unimportant, 
  which unfortunately includes most of them. Your Wild Die is a d4 rather than 
  a d6 for any Trait rolls. Whenever you spend a benny your Wild Die returns to 
  the normal d6 for that roll. 
  YELLOW (MAJOR) 
  Not everyone has ice water in his veins. Your hero is squeamish at the sight 
  of blood and gore and terrified of coming to harm. He subtracts 2 from all 
  of his fear-based Spirit checks. 
  
   
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  EDGES 
  To balance out the hindrances players may buy edges for their characters; 
  they receive one automatically (for being human) and may purchase 
  another for a major or two minor hindrances (essentially 2 points).  Please 
  note that the points gleaned from hindrances may also be used to increase 
  traits, please see below. 
  Below is a list of all of the available edges for characters, taken from the 
  core rulebook as well as Interface Zero, Realms of Cthulhu and 
  Savagepedia.  Any edges not listed here should be consulted with the GM 
  before taking.  Please note that no arcane edges are permitted as this 
  setting does not include arcane powers of any description. 
  BACKGROUND EDGES 
  ALERTNESS (N) 
  Requirements: Novice 
  Not much gets by your hero. He’s very observant and perceptive, and adds 
  +2 to his Notice rolls to hear, see, or otherwise sense the world around him. 
  AMBIDEXTROUS (N) 
  Requirements: Novice, Agility d8+ 
  Your hero is as deft with his left hand as he is with his right. Characters 
  normally suffer a –2 penalty when performing physical tasks with the off-
  hand (characters are assumed to be right-handed). With this Edge, your 
  warrior ignores the –2 penalty for using his off-hand (see page 85). 
  ATTRACTIVE (N) 
  Requirements: Novice, Vigor d6+ 
  It’s no secret that beautiful people have an easier time getting their way in 
  life. This Edge grants your beautiful or handsome character +2 to Charisma. 
  VERY ATTRACTIVE (N) 
  Requirements: Novice, Attractive 
  Your hero is drop-dead gorgeous. His Charisma is increased to +4. 
  BERSERK (N) 
  Requirements: Novice 
  Immediately after suffering a wound (including a Shaken result from 
  physical damage), your hero must make a Smarts roll or go Berserk. While 
  Berserk, his Parry is reduced by 2 but he adds +2 to all Fighting, Strength, 
  melee damage rolls, and Toughness. The warrior ignores all wound modifiers 
  while Berserk, but cannot use any skills, Edges, or manoeuvres that require 
  concentration, including Shooting and Taunt, but not Intimidation. 
  Berserkers attack with reckless abandon. Anytime his Fighting die is a 1 
  (regardless of his Wild Die), he hits a random adjacent target (not the 
  original target). The attack may hit friend as well as foe. If there are no other 
  adjacent targets, the blow simply misses. The Berserker may end his rage by 
  doing nothing (not even moving) for one full action and making a Smarts 
  roll at –2. 
  BRAVE (N) 
  Requirements: Novice, Spirit d6+ 
  Those with this Edge have learned to master their fear. Or perhaps are so 
  jaded or emotionally distant they’ve just lost their normal “fight or flight” 
  responses. Either way, your hero adds +2 to Fear tests. 
  BRAWNY (N) 
  Requirements: Novice, Strength and Vigor d6+ 
  
   
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  Your bruiser is very large or perhaps just very fit. His bulk resists damage 
  better than most and adds +1 to his Toughness. In addition, the character 
  can carry more than most proportional to his Strength. This increases your 
  Load Limit in significant items by 1½ times (rounded up). 
  Eidetic Memory (N) 
  Requirements: Smarts d8 
  Your character may not be particularly brilliant, but she has a mind like a 
  camera. She gains a +2 bonus on Common Knowledge rolls, and on Smarts 
  rolls made to remember something. 
  FAST HEALER (N) 
  Requirements: Novice, Vigor d8+ 
  Some individuals just seem to heal faster than others. Those with this blessing 
  add +2 to Vigor rolls when checking for natural healing. See page 87 for 
  complete rules on Healing. 
  FLEET-FOOTED (N) 
  Requirements: Novice, Agility d6+ 
  The hero’s Pace is increased by +2 and he rolls a d10 instead of a d6 when 
  running. 
  INTUITION (N) 
  Requirements: Spirit d8 
  Your hero is prone to sudden flashes of insight. You may spend a benny and 
  make a Spirit roll; if successful, you may ask the GM a single, simple question 
  which your character might theoretically know the answer to. The GM must 
  either give you a simple (no more than one sentence) answer or return your 
  benny. 
  LINGUIST (N) 
  Requirements: Novice, Smarts d6+ 
  The character has an ear for languages and a rare talent for recognizing 
  similarities between them. A character with this Edge starts with a number 
  of languages equal to his Smarts die, and can make a Smarts roll at –2 to 
  make herself understood in any language or dialect she has heard spoken 
  for at least a week.  
  LUCK (N) 
  Requirements: Novice  
  The adventurer seems to be blessed by fate, karma, the gods, or whatever 
  external forces he believes in (or believe in him!) He draws one extra Benny 
  at the beginning of each game session, allowing him to succeed at 
  important tasks more often than most, and survive incredible dangers. 
  GREAT LUCK (N) 
  Requirements: Novice, Luck 
  The player draws two extra Bennies instead of one at the start of each 
  session. 
  QUICK (N) 
  Requirements: Novice, Agility d8+ 
  Quick characters have lightning-fast reflexes and a cool head. Whenever 
  you are dealt a 5 or lower in combat, you may discard and draw again 
  until you get a card higher than 5. Characters with both the Level Headed 
  and Quick Edges draw their additional card and take the best as usual. If 
  that card is a Five or less, the Quick Edge may be used to draw a 
  replacement until it’s a Six or higher. 
  RESILIENT (N) 
  
   
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  Requirements: Novice, Vigor d8+ 
  Thick as a brick or the heart of a lion either way your hero is unaffected by 
  attacks that would leave others crying for their momma. When any 
  damaging attack creates a Shaken condition with no accompanying 
  wounds your hero may make a free Soak roll. On a Raise the Shaken 
  condition is removed. If unsuccessful a benny may still be paid to 
  immediately eliminate the Shaken penalty. 
  RICH (N) 
  Requirements: Novice 
  Whether the individual was born with a silver spoon in his mouth or earned it 
  through hard work, he’s got more money than most. Please see the lifestyle 
  settings below. 
  FILTHY RICH (N) 
  Requirements: Novice, Rich 
  This character is very wealthy. Please see the lifestyle settings below. 
  SAVVY (N) 
  Requirements: Novice, Smarts d10+ 
  Whether highly educated, well-read, or simply in touch with their 
  surroundings, this investigator seems to know a little bit about everything, 
  and can readily call upon that knowledge when needed. This investigator 
  makes Common Knowledge rolls without penalty. 
  WILD CAR (N) 
  Requirements: Novice, must own a vehicle. 
  You and your vehicle have gone through a lot together, and she's almost 
  as much of a hero as you are.  You must choose a specific vehicle in your 
  possession when you take this Edge. This vehicle can survive an unlimited 
  amount of wounds. Each wound still causes a -1 driving penalty and inflicts 
  a critical hit, but the vehicle is not automatically wrecked by the fourth 
  wound.  The vehicle can still be wrecked by rolling a 12 on the Critical Hit 
  Table, or if she suffers a hit that would obviously obliterate her (like an 
  artillery shell on a muscle car). If the vehicle is ever completely destroyed, 
  the bonus is lost and cannot be transferred to a replacement. 
   
  COMBAT EDGES 
  ARTFUL DODGER (N) 
  Requirements: Agility d10+ 
  The 'Artful Dodger' may not know how to hit someone but certainly does 
  know how to make them miss! The character with this may use 1/2 Agility + 
  2 as their base parry score in place of fighting. The character also does not 
  provoke the 'unarmed defender' bonus unless their last action was an 
  attack. 
  AVOIDANCE (S) 
  Requirements: Seasoned, Agility d8, Notice d8 
  This character is trained or instinctively aware of incoming Area Effect 
  attacks. If an Area Effect attack does not allow an Agility roll to avoid, he 
  gets an Agility roll at -2 to avoid it. If an attack does allow an Agility roll to 
  avoid its effects, each raise on his roll allows him to push or otherwise move 
  an ally out of the area as well as himself. If an Area Effect attack is not 
  avoided with Agility but another Trait instead, the character may make his 
  Agility roll first at -2, and if failed, he still gets the other Trait roll as normal. 
  IMPROVED AVOIDANCE (V) 
  Requirements: Veteran, Avoidance 
  
   
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  Even if the character fails to escape an Area Effect attack, he is still able to 
  find some level of protection for himself. If the character fails to avoid an 
  Area Effect attack, he is considered to have at least Medium Cover against 
  the damage (+2 Armor). If the character already has Medium or better 
  cover, its effect is increased one level up to a maximum of near total cover 
  (+6 Armor). If the Area Effect attack is not damaging (like a stun grenade), 
  the character gains a +2 bonus to escape or avoid its effect. 
  BLOCK (S) 
  Requirements: Seasoned, Fighting d8+  
  Warriors who engage in frequent hand-to-hand combat are far more skilled 
  in personal defence than most others. They’ve learned not only how to 
  attack, but how to block their opponent’s blows as well. A fighter with this 
  Edge adds +1 to his Parry. 
  IMPROVED BLOCK (V) 
  Requirements: Veteran, Block  
  As above, but the hero adds +2 to his Parry. 
  BRAWLER (N) 
  Requirements: Novice, Strength d8+  
  Frequent fights with his bare hands have given this thug a powerful punch. 
  When he hits a foe with a successful bare-handed Fighting roll, he adds +2 
  to his damage. 
  BRUISER (S) 
  Requirements: Seasoned, Brawler 
  When the bruiser gets a raise on his barehanded Fighting attack, he rolls a 
  d8 instead of a d6. 
  COMBAT REFLEXES (S) 
  Requirements: Seasoned  
  Your adventurer recovers quickly from shock and trauma. He adds +2 to his 
  Spirit roll when attempting to recover from being Shaken. 
  COUNTERATTACK (S) 
  Requirements: Seasoned, Fighting d8+  
  Fighters with this Edge know how to respond instantly to an enemy’s 
  mistakes. Once per round (if not Shaken), the character receives one free 
  Fighting attack against one adjacent foe who failed a Fighting attack 
  against him. This attack is made at –2, and the Counterattack must be a 
  normal attack (no Disarm, Wild Attack, or other manoeuvres), and may not 
  be combined with Frenzy or Sweep. It may be used with the Defend 
  manoeuvre, but not Full Defence. 
  COUNTERSTRIKE (S) 
  Requirements: Seasoned, First Strike, Fighting d8+ 
  Fighters trained in this aggressive technique knows how to deflect an attack 
  and turn their defence into an attack of their own. The counterstrike is not 
  without risk, as fighter can still be struck by his opponent even if his own 
  attack hits.  A fighter may announce his intent to use counterstrike when an 
  attack is declared upon him, but before the fighting roll against him is 
  made. After announcing the counterstrike his Parry is lowered by 2 until his 
  next action. The fighter then makes a counterstrike (fighting roll) and 
  compares the result against his attacker’s fighting roll and Parry value. If the 
  counterstrike exceeds the attacker’s fighting roll then he has parried the 
  blow. If the counterstrike meets or exceeds the attacker’s Parry value, then 
  the attacker has been struck by the counterstrike and damage is rolled. 
  With this technique it is possible to not exceed the attacker’s fighting roll but 
  still land a hit on him, resulting in damage being rolled by both combatants.  
  Only one counterstrike attempt may be made per round. Counterstrike 
  
   
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  cannot be used in the same round as First Strike, and vice versa. 
  Counterstrike may be combined with a wild attack. 
  IMPROVED COUNTERATTACK (V) 
  Requirements: Veteran, Counterattack  
  As above but the character may ignore the –2 penalty. 
  DISTRACTING ATTACK (N) 
  Requirements: Smarts d6, Fighting d6 
  You can distract an enemy to allow your ally a better shot. Make a normal 
  attack roll; if you hit, you deal no damage but the next ally to attack that 
  enemy gains a +2 bonus on their Fighting roll. The bonus disappears once 
  someone attacks the enemy (successful or not), the enemy acts, or the 
  round ends. 
  DODGE (S) 
  Requirements: Seasoned, Agility d8+  
  Some crafty types know how to get out of harm’s way. This Edge allows 
  them to use cover, movement, and concealment to make them harder to 
  hit. Unless they are the victim of a surprise attack and taken completely 
  unaware, attackers must subtract 1 from their ranged attack rolls when 
  targeting them (even in close combat). Characters who attempt to evade 
  area effect attacks may add +1 to their Agility roll as well (when allowed). 
  IMPROVED DODGE (V) 
  Requirements: Veteran, Dodge  
  As above but attackers subtract 2 from their attack rolls, and the character 
  adds +2 to evade area effect weapons when allowed. 
  DRAGON LASH (S) 
  Requirements: Seasoned, Martial Artist 
  With a flurry of blows and throws, the character is often able to clear those 
  around him. Dragon Lash allows the character to make a Push manoeuvre 
  against every adjacent target (friend or foe). The character makes the 
  opposed Strength roll at −2 against each target individually. The character 
  may not use Dragon Lash in the same round as he uses Frenzy or Rapid 
  Attack. 
  IMPROVED DRAGON LASH (H) 
  Requirements: Heroic, Dragon Lash 
  As above but the character may ignore the −2 penalty. 
  ELAN (N) 
  Requirements: Novice, Spirit d8+  
  When this spirited hero puts his heart into something it tends to pay off in big 
  ways. When you spend a Benny on a Trait roll (including Soak rolls), add +2 
  to the final total. 
  EXTRACTION (N) 
  Requirements: Novice, Agility d8+  
  When a character normally withdraws from a melee, his attacker gets a 
  free attack before he does so—a very dangerous proposition for most. Your 
  hero is adept at retreating from an engagement. Make an Agility roll. If 
  successful, one opponent doesn’t get a free attack anytime you 
  disengage (see page 87). 
  IMPROVED EXTRACTION (N) 
  Requirements: Novice, Extraction  
  As above but if you succeed with a raise all opponents currently in melee 
  with the character lose their free attack as your warrior withdraws. 
  
   
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  FIRST STRIKE (N) 
  Requirements: Novice, Agility d8+  
  Once per turn the hero (if not Shaken) gets a free Fighting attack against a 
  single foe who moves adjacent to him. This automatically interrupts the 
  opponent’s action and does not cost the hero his action if he is on Hold or 
  has not yet acted this round. 
  IMPROVED FIRST STRIKE (H) 
  Requirements: Heroic, First Strike  
  As above but the hero may make one free attack against each and every 
  foe who moves adjacent to him. 
  FLORENTINE (N) 
  Requirements: Novice, Agility d8+, Fighting d8+  
  A character trained to fight “Florentine” is a master at wielding two 
  weapons at once. He adds +1 to his Fighting rolls versus an opponent with a 
  single weapon and no shield. In addition, opponents subtract 1 from any 
  “gang up” bonuses they would normally get against the fighter as his two 
  flashing blades parry their blows. 
  FRENZY (S) 
  Requirements: Seasoned, Fighting d10+  
  Frenzied fighters make fast and furious melee attacks, sacrificing finesse for 
  raw speed. This allows them to make an extra Fighting attack per round at 
  a –2 penalty to all Fighting rolls. This attack must be taken at the same time 
  as another Fighting attack though it may target any two foes adjacent to 
  the hero (Wild Cards roll two Fighting dice and one Wild Die). The –2 
  penalty is subtracted from all attacks. A character armed with two 
  weapons still only makes one extra attack. 
  IMPROVED FRENZY (V) 
  Requirements: Veteran, Frenzy  
  As above but the character may ignore the –2 Frenzy penalty. 
  GIANT KILLER (V) 
  Requirements: Veteran  
  The bigger they are, the harder they are to kill. At least for most. But your 
  hero knows how to find the weak points in massive creatures. Your hero 
  does +1d6 damage when attacking creatures three sizes or larger than 
  himself. An ogre (Size +3) with this ability, for example, gains the bonus only 
  against creatures of Size +6 or greater. A human Giant Killer (Size 0), can 
  claim the bonus against the ogre, however. 
  GRIZZLED (S) 
  Requirements: Seasoned, Spirit d6+, Vigor d8+ 
  The experiences have toughened him up - even his scars have scars. He 
  gets +2 to Soak rolls. 
  GUN-FU DISCIPLE (S) 
  Requirements: Seasoned, Agility d8+, Shooting d8+ 
  You are on the path of Gun-fu, known by some as “the way of the gun.” In 
  most people’s hand, a gun is merely a clumsy weapon. In yours, it is an 
  extension of your body, the focus of your art form. When using a gun in 
  close combat, you are not considered Unarmed. You can move up to half 
  your Pace in the same round you use the Aim manoeuvre (including when 
  using the Marksman Edge). 
  GUN-FU MASTER (H) 
  Requirements: Heroic, Gun-Fu Disciple, Agility d10+, Shooting d10+ 
  
   
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  Your mastery of Gun-Fu has advanced to such a degree that you can 
  move your full Pace in the same round you use the Aim manoeuvre 
  (including when using the Marksman Edge). 
  GUN-FU LEGEND (L) 
  Requirements: Legendary, Gun-Fu Master 
  Your mastery of Gun-Fu has advanced to such a degree that you can run 
  as a free action in the same round you use the Aim manoeuvre (including 
  when using the Marksman Edge). 
  HARD TO KILL (N) 
  Requirements: Wild Card, Novice, Spirit d8+  
  This adventurer has more lives than a truckload of cats. When forced to 
  make Vigor rolls due to Incapacitation, he may ignore his wound modifiers. 
  This only applies to Vigor rolls called for to resist Incapacitation or death 
  (see page 77). He still suffers from wound modifiers for other Trait rolls 
  normally. 
  HARDER TO KILL (V) 
  Requirements: Veteran, Hard to Kill  
  Your hero is tougher to kill than Rasputin. If he is ever “killed,” roll a die. On 
  an odd result, he’s dead as usual. On an even roll, he’s incapacitated but 
  somehow escapes death. He may be captured, stripped of all his 
  belongings, or mistakenly left for dead, but he somehow survives. 
  IMPROVISATIONAL FIGHTER (S) 
  Requirements: Seasoned, Smarts d6+  
  Heroes often find themselves fighting with pieces of equipment or 
  furnishings not designed for combat. A character with this Edge has a 
  knack for using such improvised weapons, and does not suffer the usual –1 
  penalty to attack and Parry when wielding them. See page 83 for details. 
  KILLER INSTINCT (H) 
  Requirements: Heroic  
  This hero hates losing. If he ties on an opposed roll of any sort, he wins. In 
  addition, if his skill die on an opposed skill roll is a 1, he can reroll it (but must 
  keep the second result, even if it’s another 1). 
  KNOCKBACK (N) 
  Requirements: Novice, Martial Artist 
  Sometimes you just get the right angle when you hit an opponent, and you 
  send him flying. Characters with this edge can choose to forgo the 
  additional d6 damage from a raise on their Fighting roll in favour of sending 
  their opponent flying 1d8 yards directly away from them. If the opponent 
  strikes a solid object, such as a wall, they are automatically Shaken. If 
  already Shaken, the opponent takes a wound. 
  LEVEL HEADED (S) 
  Requirements: Seasoned, Smarts d8+  
  Fighters who can keep their cool when everyone else is running for cover 
  are deadly customers in combat. A hero with this Edge draws an additional 
  Action Card in combat and acts on the best of the draw. 
  IMPROVED LEVEL HEADED (S) 
  Requirements: Seasoned, Level Headed  
  As above but the hero draws 3 cards. 
  MARKSMAN (S) 
  
   
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  Requirements: Seasoned  
  The hero excels at taking controlled, measured shots. If he does not move in 
  a turn, he may fire as if he took the Aim maneuver. Marksman may never 
  be used with a Rate of Fire greater than 1. Marksman works with both 
  Shooting and Throwing. 
  MARTIAL ARTIST (N) 
  Requirements: Novice, Fighting d6+  
  This character is highly trained in hand-to-hand fighting. He is never 
  considered unarmed in combat and so is never subject to the Unarmed 
  Defender rule (page 87). With a successful unarmed attack, he adds +d4 to 
  his Strength roll (as if he were using a small weapon). 
  MARTIAL ADEPT (S) 
  Requirements: Seasoned, Martial Artist, Fighting d10+ 
  You make deadly combat look like a beautifully choreographed dance — 
  a true art in its own right. Your hands flash like a Renaissance master’s brush, 
  laying low all the enemies in your path with strength, speed, and finesse. 
  You underwent rigorous training to become a finely honed, nearly 
  supernatural fighter. A character with this Edge doesn’t suffer from gang up 
  bonuses. 
  IMPROVED MARTIAL ARTIST (V) 
  Requirements: Veteran, Martial Arts, Fighting d10+  
  The character now adds +d6 to his barehanded damage. 
  NERVES OF STEEL (N) 
  Requirements: Wild Card, Novice, Vigor d8+  
  Your hero has learned to fight on through the most intense pain. He may 
  ignore 1 point of wound penalties. 
  IMPROVED NERVES OF STEEL (N) 
  Requirements: Novice, Nerves of Steel  
  The hero ignores 2 points of wound penalties. 
  NO MERCY (S) 
  Requirements: Seasoned  
  The character may spend a Benny to reroll any one damage roll, including 
  those made for area effect attacks. 
  PACIFIER (N) 
  Requirements: Novice, Unarmed Combat (Basic), Fighting d8+  
  You excel at removing an opponent’s weapon in melee combat. Make an 
  opposed Fighting roll against your opponent. With a success, he drops his 
  weapon. If you get a raise, the opponent is Shaken and the weapon 
  randomly flies 1d4 inches away (determine direction with a d12 per rules for 
  blast deviation) or you may elect to take it, if you have one or both hands 
  free. 
  QUICK DRAW (N) 
  Requirements: Novice, Agility d8+  
  This Edge allows a hero to draw a weapon as a free action (and thus ignore 
  the usual –2 multi-action penalty if he chooses to fire as well). If the 
  character must make an Agility roll to draw a weapon (see page 74), he 
  adds +2 to the roll. 
  RAPID FIRE (S) 
  Requirements: Seasoned, Shooting d8 
  This character is capable of pulling a trigger faster and retaining accuracy. 
  He can use Double Tap with a weapon not normally capable of it (as long 
  
   
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  as the weapon does not needed to be reloaded between shots), and he 
  can use Three Round Burst with a weapon capable of Double Tap. 
  IMPROVED RAPID FIRE (V) 
  Requirements: Veteran, Rapid Fire 
  You can use a non-fully automatic weapon to perform Suppressive Fire. 
  Such use requires firing 5 shots from the weapon and only affects a Small 
  Burst Template instead of a Medium one, but otherwise works as listed for 
  Suppressive Fire. 
  ROCK AND ROLL! (S) 
  Requirements: Seasoned, Shooting d8+  
  Some veteran shooters learn to compensate for the recoil of fully automatic 
  weapons. If a character with this Edge does not move, he may ignore the 
  recoil penalty for firing a weapon on full automatic. 
  STEADY HANDS (N) 
  Requirements: Novice, Agility d8+  
  Your hero ignores the “unstable platform” penalty for firing from the backs 
  of animals or while riding in moving vehicles. In addition, when performing 
  actions while running (see page 74), his penalty is –1 instead of –2. 
  STEADFAST (S) 
  Requirements: Seasoned 
  The trials of battle have left your hero resistant to less debilitating wounds. 
  Add +2 to his Vigor rolls when trying to Soak. 
  STAND AND FIGHT (S) 
  Requirements: Rock and Roll, Shooting d10+ 
  Using this edge the character my give up his movement to double the rate 
  of fire of his weapon with a -2 to all actions. This always results in an empty 
  clip. 
  SWEEP (N) 
  Requirements: Novice, Strength d8+, Fighting d8+  
  Sweep allows a character to make a single Fighting attack and apply it 
  against all currently adjacent targets at a –2 penalty (friends and foes 
  alike—be careful). Resolve each damage roll separately. The attack is 
  applied immediately when rolled and only affects targets adjacent at that 
  time. A character may not use Sweep in the same round she uses Frenzy, 
  nor may she Sweep more than once per round, or with a second weapon 
  held in another hand. In effect, the hero may only perform Sweep once per 
  action unless she somehow gets two entire actions (perhaps under the 
  effects of a spell or power, for example). 
  IMPROVED SWEEP (V) 
  Requirements: Veteran, Sweep  
  As above but the hero may ignore the –2 penalty. 
  TRADEMARK VEHICLE (S) 
  Requirements: Seasoned, Ace, relevant vehicle skill d8+ 
  You have a feel for your vehicle which borders on the supernatural. The 
  manoeuvrability you can squeeze out of it makes it difficult for anyone to 
  get a decent shot at it. While driving a specific vehicle, all Shooting rolls to 
  hit it are at -1. This Edge should be restricted to personal vehicles. 
  IMPROVED TRADEMARK VEHICLE (V) 
  Requirements: Veteran, Trademark Vehicle 
  
   
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  As above except the penalty is at -2. 
  TRADEMARK WEAPON (N) 
  Requirements: Novice, Fighting or Shooting of d10+  
  The hero knows one unique weapon (Excalibur, Old Betsy, Sting) like the 
  back of his hand. When using that weapon, he adds +1 to his Fighting, 
  Shooting, or Throwing rolls. A hero can take this Edge multiple times, 
  applying it to a different weapon each time. If a Trademark Weapon is lost, 
  the hero can replace it, but the benefit of the Edge doesn’t kick in for two 
  game weeks. 
  IMPROVED TRADEMARK WEAPON (V) 
  Requirements: Veteran, Trademark Weapon  
  As above but the bonus when using the weapon increases to +2. 
  Trick Shot (N) 
  Requirements: Novice, Shooting d10+ 
  There is a lot of down time in between your adventures and during the off 
  days your character practices calling their shot on small targets. Your hero 
  now gains a +2 to called shots while stationary and a +1 to called shots 
  when a movement action is taken that is not running. 
  TWO-FISTED (N) 
  Requirements: Novice, Agility d8+  
  A Two-Fisted hero isn’t ambidextrous—he’s simply learned to fight with two 
  weapons (or both fists) at once. When attacking with a weapon in each 
  hand, he rolls each attack separately but ignores the multi-action penalty 
  (see page 75). 
  ADVANCED TWO FISTED (S) 
  Requirements: Two fisted, Seasoned 
  Like Two fisted, but you can take any two actions as long as each is "one-
  handed", such as casting a spell and fighting, driving and shooting a pistol, 
  an Agility Trick and an attack, etc. 
  YOU BASTARD! (S) 
  Requirements: Seasoned, Spirit d10+, Common Bond 
  You take great umbrage whenever one of your friends gets hurt badly. 
  Whenever a Wild Card ally (includes fellow PCs) is Incapacitated, your 
  attacks against the opponent who struck the blow inflict an additional 1d6 
  damage. 
   
  LEADERSHIP EDGES 
  COMMAND (N) 
  Requirements: Novice, Smarts d6+  
  Command is the ability to give clear instructions to surrounding allies and 
  enforce your hero’s will upon them. This makes your character’s 
  compatriots more willing to fight on despite their wounds, and so adds +1 to 
  their Spirit rolls to recover from being shaken within 10 yards of the 
  character. 
  COMMAND PRESENCE (N) 
  Requirements: Novice, Command  
  A booming voice, effective commands, natural charisma, or simple training 
  results in a much more effective combat element. At the centre of that 
  element is the officer in command. A hero with this Edge has a “command 
  radius” of 20 yards instead of the usual 10 yards. 
  
   
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  FERVOUR (V) 
  Requirements: Veteran, Command, Spirit d8+  
  A simple phrase uttered by a great leader can sometimes have 
  momentous results. A leader with this ability can inspire his men to bloody 
  fervour by yelling a motto, slogan, or other inspirational words. Those in the 
  command radius add +1 to their Fighting damage rolls. 
  HOLD THE LINE! (S) 
  Requirements: Seasoned, Command, Smarts d8+  
  This Edge strengthens the will of the men under the hero’s command. The 
  troops add +1 to their Toughness. 
  INSPIRE (S) 
  Requirements: Seasoned, Command  
  Leaders with exceptional reputations and experience in battle inspire the 
  soldiers around them. They add +2 to Spirit rolls when recovering from being 
  Shaken (this includes the original +1 bonus for the Command Edge). 
  INSPIRE COURAGE (S) 
  Requirements: Seasoned, Command, Spirit d8+ 
  Your presence heartens and inspires those around you. Your Command 
  edge affects Wild Cards as well as Extras. 
  LEADER OF MEN (V) 
  Requirements: Veteran, Command  
  Command comes easy to this commander. Those under his command 
  work like a well-oiled machine when he’s in charge. Allies under the 
  leader’s command roll a d10 as the Wild Die instead of a d6 when making 
  group rolls. 
  NATURAL LEADER (N) 
  Requirements: Novice, Command, Spirit d8+  
  This Edge signifies a special link between a leader and his men. With it, he 
  may share his Bennies with any troops under his command. 
  TACTICIAN (S) 
  Requirements: Seasoned, Command, Wild Card, Smarts d8+, Knowledge 
  (Battle) d6+  
  The leader has a natural grasp of small unit tactics and can frequently take 
  advantage of a rapidly changing situation. 
  THROUGH THE GATES OF HELL (V) 
  Requirements: Veteran, Hold The Line! 
  The character is beloved and trusted by his troops, so that they would 
  literally follow him to the Gates of Hell and beyond.  Whenever the fighters 
  need to make Fear checks, as long as this character succeeds on his Guts 
  roll, all troops under his command automatically succeed as well. 
   
  PROFESSIONAL EDGES 
  ACE (N) 
  Requirements: Novice, Agility d8+  
  Aces are special pilots and drivers who feel more comfortable behind the 
  wheel, throttle, or flight stick than on their own two feet. Aces add +2 to 
  Boating, Driving, and Piloting rolls. In addition, they may also spend Bennies 
  to make Soak rolls for any vehicle or vessel they control. This is a Boating, 
  Driving, or Piloting roll at –2 (cancelling their usual +2). Each success and 
  raise negates a wound and any critical hit that would have resulted from it. 
  
   
  34 
   
  ACROBAT (N) 
  Requirements: Novice, Agility d8+, Strength d6+  
  Those who have formal training in the acrobatic arts or are naturally agile 
  may take this Edge. It adds +2 to all Agility rolls made to perform acrobatic 
  manoeuvres (including Trick manoeuvres), and also adds +1 to a 
  character’s Parry as long as he has no encumbrance penalty. 
  ACTOR (N) 
  Requirements: Novice, Spirit d6+, Persuasion d8+ 
  The bringers of entertainment around the world, actors are a respected 
  (though sometimes mistrusted) lot. They gain a +2 to any persuasion or 
  intimidation rolls when using their acting abilities to help with the situation. 
  ASSASSIN (N) 
  Requirements: Novice, Agility d8+, stealth d8+ 
  Assassins are trained killers who know how to kill with deadly precision — if 
  they can properly approach their prey. Assassins add +2 to any damage 
  roll where they strike a foe unawares (even with ranged attacks). 
  IMPROVED ASSASSIN (S) 
  Requirements: Seasoned, Agility d8+, Climbing d6+, Fighting d6+, Stealth 
  d8+  
  Either modern or medieval, assassins are skilled killers who know a thousand 
  ways to kill an enemy efficiently. Assassins gain a +6 to the attack and 
  resulting damage roll when he gains the drop on his target. Assassins may 
  only receive the bonus if his target has vital areas. In addition, Assassins may 
  ignore 1 point of called shot penalties during combat. 
  BODYGUARD (N) 
  Requirements: Novice, Agility d8+, Fighting d8+, Notice d6+ 
  Bodyguards make their living by protecting someone else. This means they 
  not only have to be aware of any potential dangers, but must be able to 
  act quickly and effectively to prevent any harm from coming to their 
  charge. A character with this Edge gains a +2 bonus to Notice checks 
  made to detect potential ambushes or similar dangers. Additionally, the 
  character may spend a Benny once per round to place himself in the way 
  of any attack (Fighting, Shooting or Throwing) against a person within 10 
  yards. All Fighting rolls are then made against his Parry, and he suffers the 
  effect of any successful attacks. This can be done at any time, regardless of 
  the bodyguard’s Initiative, and counts as a free action; any other actions 
  must be taken on his own initiative card. 
  BOUNTY HUNTER (N) 
  Requirements: Novice, Vigor d6+, Investigator 
  When someone disappears that someone else wants found, that’s usually 
  when a bounty hunter gets called in. For the most part, being a bounty 
  hunter requires two things: you’ve gotta be tough, and you’ve gotta be 
  good at finding people who don’t want to be found. A character with the 
  Bounty Hunter Edge gains a +2 bonus when making any Notice or Tracking 
  rolls. 
  CORPORATE MEDIATOR (N) 
  Requirements: Novice, Strong Willed, Persuasion d8+ 
  Not every action needs to be a violent one. Corporate Mediators are 
  people whose primary talents are convincing people to take actions that 
  the mediator desires, whether they want to or not. This is accomplished 
  through a combination of communication skills, threats, coercion, or even 
  blackmail. Corporate Mediators gain a +2 bonus in all Social Conflicts and 
  Social-based Dramatic Tasks (Intimidation, Persuasion, Streetwise, or Taunt). 
  DOCTOR (S) 
  
   
  35 
   
  Requirements: Seasoned, Smarts d8+, Healing d8+, Knowledge (Anatomy) 
  d6+ 
  A character with this Edge may ignore one point of his patient’s wound 
  penalties when healing an injured person. 
  ENGINEER (N) 
  Requirements: Novice, Smarts d6+, Repair d8+ 
  The character adds +2 to Repair rolls, as well as a +2 to any Notice rolls that 
  involve structures or mechanics of any kind, as they are able to spot any 
  potential flaws with such things. 
  EX-SOLDIER (N) 
  Requirements: Novice, Vigor d6+, Fighting d6+, Shooting d6+ 
  “Sir! Yes, sir!” You served in a regimented military outfit. It might have been 
  a corporate paramilitary unit, government controlled army, imbedded 
  guerrilla force, or freelance mercenary unit. The nature of your background 
  probably colours your attitudes toward things like money, patriotism, and 
  honour. You gain a +1 bonus to your Toughness. You also add weapons 
  and armour totalling $5,000 in value to your possessions in addition to your 
  lifestyle money. 
  FIXER (N) 
  Requirements: Novice, Investigator 
  Fixers are good at digging up information, but what really makes them 
  stand out is their network of informants, contacts, and suppliers. Fixers can 
  call upon their contacts to obtain non-legal paraphernalia, so do not have 
  the negative modifier to their Streetwise roll for this action. 
  FORGER (N) 
  Requirements: Novice, Smarts d8+, Forgery d8+, Notice d6+ 
  The agent makes flawless forgeries; receiving +2 to all forgery rolls and +2 to 
  Notice rolls to detect fakes (Forgery vs. Notice). 
  FREERUNNER (N) 
  Requirements: Novice, Fleet-Footed, Agility d8+, Strength d6+, Climbing d8+ 
  Freerunners don't move through objects, they are just so quick and agile it’s 
  almost as if they do. Freerunners study the art of getting from point A to 
  point B in the most effective manner through climbing, jumping, rolling, and 
  most importantly... running! With a successful Agility roll per round of 
  freerunning, the hero may pass over any obstacle and continue on as if it 
  wasn't there, while taking a running action and while not encumbered. The 
  only exception is large, tall, solid objects which must be climbed. As a 
  general rule, any object up to 6 cubic game feet is easily passable. In 
  addition, Freerunners receive a +2 bonus on all climbing rolls and climb half 
  strength +4 yards per round instead of half strength. (This edge works best in 
  urban / modern settings) 
  GOVERNMENT AGENT (N) 
  Requirements: Novice, Smarts d6+, Intimidation d6+, Investigation d8+, 
  Notice d6+, Persuasion d6+ 
  Without government (specifically your government), the world would fall 
  into chaos. A patriot to the end, you have dedicated your life to ensuring 
  that does not happen. You go where your superiors tell you, doing what is 
  needed to protect the interests of your country, both at home and abroad. 
  This might (and often does) mean resorting to questionable methods in 
  order to complete your mission, but in the end it’s worth it. All that matters is 
  the continued safety of your fellow citizens. As an instrument to impose your 
  superiors’ will, you may add Charisma bonus to Intimidation rolls. Also, 
  because you have the backing of a government or powerful organization 
  like FBI, you are able to requisition $15,000 worth of gear per Rank to help 
  you complete your mission. So a Seasoned character can obtain $30,000 
  worth of gear, a Veteran $45,000, a heroic character $60,000, and a 
  
   
  36 
   
  Legendary character can get up to $75,000 worth of gear. This equipment 
  must be returned at the end of the mission. 
  HACKER (N) 
  Requirements: Novice, Smarts d8+, Lockpicking d8+, Investigation d6+, 
  Tracking d6+ 
  You are a whiz at ferreting information out of computers no matter how well 
  protected a file may be. You also have the knack of spotting the signs that 
  someone else may have done the same. Add a +2 to all Persuasion, 
  Streetwise, 
  Investigation, 
  Lock-picking, 
  and 
  Tracking 
  rolls 
  involving 
  computers. 
  HAGGLER (N) 
  Requirements: Novice, Persuasion d8+ 
  This edge allows a character to talk a buyer or seller to the best possible 
  price for the character. A successful Persuasion test against the opponent’s 
  Smarts changes the price by 10%. Every raise changes the price an 
  additional 10% to a max of 50%. 
  EXPERIENCED HAGGLER (S) 
  Requirements: Seasoned, Haggler 
  Same as above, but the character receives a +1 to the Persuasion roll. 
  INVESTIGATOR (N) 
  Requirements: Novice, Smarts d8+, Investigation d8+, Streetwise d8+  
  Investigators have spent a great deal of time researching ancient legends, 
  working the streets, or deducing devilish mysteries. Some of these heroes 
  are actual Private Investigators for hire while others may be sleuthing 
  mages in a fantasy world or perhaps inquisitive college professors stumbling 
  upon Things Man Was Not Meant to Know in the dark of night. Investigators 
  add +2 to Investigation and Streetwise rolls, as well as Notice rolls made to 
  search through evidence. 
  JACK-OF-ALL-TRADES (N) 
  Requirements: Novice, Smarts d10+  
  Through advanced schooling, book-learning, computer-enhanced skill 
  programs, or just amazing intuitive perception, your hero has a talent for 
  picking up skills on the fly. There is little he can’t figure out given a little time 
  and a dash of luck. Any time he makes an unskilled roll for a Smarts based 
  skill, he may do so at d4 instead of the usual d4–2. 
  LINGUIST (N) 
  Requirements: Novice, Knowledge (Languages) d10+ 
  The agent gains an additional number of language points equal to half his 
  Knowledge (Languages) skill. Additionally, he may make a Knowledge 
  (Languages) roll to identify, speak, and read unknown languages as the 
  situation warrants. 
  MCGYVER (N) 
  Requirements: Novice, Smarts d6+, Repair d6+, Notice d8+  
  This character can improvise something when the need for a tool arises. He 
  suffers no negative penalties on Trait rolls for lack of equipment in most 
  situations. In addition, given a few simple tools, props, or devices, he can 
  generally rig devices to help escape from death-traps, weapons to match 
  some bizarre need, or otherwise create something that’s needed when 
  such a thing isn’t actually present. The extent of this is completely up to the 
  Game Master, but creativity should be rewarded, particularly in dire 
  situations where few other answers are possible. 
  MR. FIX IT (N) 
  
   
  37 
   
  Requirements: Novice, Smarts d10+, Repair d8+, at least two other scientific 
  Knowledge skills at d6+  
  The inventor adds +2 to Repair rolls. With a raise, he halves the time normally 
  required to fix something. This means that if a particular Repair job already 
  states that a raise repairs it in half the time, a Mr. Fix It could finish the job in 
  one-quarter the time with a raise. 
  MUSICIAN (N) 
  Requirements: Novice, Spirit d6+, Persuasion d8+ 
  This character has been performing with musical instruments on one way or 
  another for most of his life.  He is able to play a variety of instruments, and is 
  well recognised, giving him +1 Charisma.  He may use persuasion when 
  utilising instruments or singing to sway an audience at +2. 
  NATURAL ATHLETE (N) 
  Requirements: Novice, Agility d10+, Strength d6+, Vigor d6+ 
  Your character had always been a talented sportsman, natural athlete, 
  physically gifted. Performing feats of dexterity, agility, balance, mobility, 
  coordination come easy to your hero. And you have the talent for picking 
  up physical skills on the fly. There are few moves, jumps and similar feats, 
  that he can't figure out given a little time and some practice. Any time he 
  makes an unskilled roll for an Agility-based skill, he may do so at d4 instead 
  of the usual d4-2.  
  NATURALIST (N) 
  Requirements: Novice, Survival d8+, Repair d6+, Healing d6+ 
  Your character can make useful items from natural materials. He suffers no 
  penalty to Healing for not having proper materials as he can scrounge 
  some natural replacement. In addition, he can make gear and products 
  from natural materials (such as leather armor). This requires a Repair roll and 
  takes 1 day/lbs. of the items weight (in addition to the needed materials of 
  course). A raise on the Repair roll halves the time to make the item. If the 
  character doesn't have or can't find the needed materials, he can 
  purchase them for half the price of the final product. 
  Naturalists can also make poisons from natural ingredients. Finding the 
  proper ingredients takes 1d6 hours and a Notice roll. The Naturalist may 
  choose to take a -2 penalty on the roll to find a more potent poison (-2 to 
  Vigor rolls). A raise on the roll halves the time to find the poison. The 
  naturalist also must decide whether the poison being sought is lethal or non-
  lethal before searching for it.  Brewing the poison takes 1d20 minutes and a 
  Survival roll. On a success, the naturalist gains 1d6 doses of poison and 2d6 
  on a raise. 
  Victims of the poison must make a Vigor roll or be Shaken as per a 
  damaging attack. If the result of the roll is a 1 or less, they suffer a wound as 
  well. Weapons with poison on them need to inflict a Shaken result for the 
  poison to affect the target. With each successful attack (regardless of the 
  amount of damage), there is a 1 in 6 chance of the poison coming off (the 
  GM may increase this in rain or other conditions). 
  SCHOLAR (N) 
  Requirements: Novice, Smarts d8+, d8+ in affected skill  
  Learned professors, devoted students, and amateur enthusiasts spend 
  months of their lives studying particular subjects. They become experts in 
  these fields, and rarely fail to answer questions in their particular area of 
  expertise. Pick any two Knowledge skills the Scholar has a d8 or better in. 
  Add +2 to your total whenever these skills are used. Those who study military 
  history have a natural edge when commanding troops in Mass Battles (see 
  page 106)—a +2 to a Knowledge (Battle) roll can mean the difference 
  between a rousing victory and a crushing defeat. 
  SNIPER (S) 
  Requirements: Seasoned, Smarts d8, Agility d10, Strength d8, Shooting d10 
  
   
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  Snipers end battles before enemies are even close to melee range, and 
  your hero is one of the best. Gunslingers and archers alike know that it is 
  quality over quantity especially when under ammunition constraints. Snipers 
  gain a +1 to called shots and gain an extra d4 damage when a called shot 
  lands, and your hero can make a notice check at a -3 to find a weak point 
  on the enemy to eliminate armour bonuses one per battle. 
  SECTOR COP (N) 
  Requirements: Novice, Smarts d6+, Intimidation d6+, Shooting d6+ 
  Sector cops have this amazing ability to convince people to mind their own 
  business. A sector cop may spend a Benny to make either one Wild Card or 
  a group of Extras ignore what he and his companions are doing — or 
  otherwise not raise an alarm — once per scene, regardless of the NPC’s 
  friendliness. Sector cops also get a +2 to Streetwise rolls when they are in an 
  area under their jurisdiction. 
  STAGE MAGICIAN (N) 
  Requirements: Novice, Agility d6+, Smarts d6+, Persuasion d8+ 
  Your character is skilled at the arts of legerdemain, prestidigitation, flim-
  flammery and fast-talking (but not necessarily true magic). He gains a +2 
  bonus on Persuasion rolls made to misdirect. He may also use Agility rolls to 
  perform sleight of hand manoeuvres, and gains a +2 on such rolls. 
  STREET / JUNIOR DOC (N) 
  Requirements: Novice, Smarts d8+, Healing d8+ 
  As a street doctor, you perform a valuable service. You make basic health 
  care available to those who otherwise might not be able to get treatment. 
  Of course, performing this service means you may have to operate outside 
  the law, outside the restrictions imposed on licensed medical practitioners. 
  Your office is wherever you can find space to treat people, usually in the 
  back rooms or basements of various places like a restaurant, or a 
  pawnshop. Operating in this fashion isn’t without its drawbacks. You have to 
  make do with whatever supplies you have on-hand, which usually isn’t 
  much and certainly doesn’t come close to the resources of a licensed 
  medical facility. But you’ve adapted and in many cases you manage to 
  overcome these disadvantages. You ignore penalties to Healing rolls when 
  operating without the necessary equipment. Additionally, the character 
  with this Edge can get wounded punks up and fighting again in seconds. If 
  the healer can get to a wounded Extra by the end of the round in which he 
  was wounded, he can make an immediate Healing roll at −2. If the roll is 
  successful, the patient is Shaken instead of wounded. 
  SURGEON (V) 
  Requirements: Veteran, Doctor 
  Just as Doctor, but the Surgeon may ignore two wound levels, instead of 
  one. 
  THIEF (N) 
  Requirements: Novice, Agility d8+, Climbing d6+, Lockpicking d6+, Stealth 
  d8+  
  Thieves specialize in deceit, treachery, and acrobatics. They can be 
  invaluable where traps must be detected, walls must be climbed, and locks 
  must be picked. Thieves add +2 to Climbing, Lockpick, Stealth, as well as 
  Notice or Repair rolls that relate to traps and similar devices. The bonus to 
  Stealth does not apply when the character is in a wilderness environment—
  only in urban areas. 
  WOODSMAN (N) 
  Requirements: Novice, Spirit d6+, Survival d8+, Tracking d8+  
  Woodsmen are rangers, scouts, and hunters who are more at home in the 
  wilderness than in urban areas. They are skilled trackers and scouts, and 
  know how to live off the land for months at a time. Woodsmen gain +2 to 
  
   
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  Tracking, Survival, and Stealth rolls made in the wilderness (not towns, ruins, 
  or underground). 
   
  SOCIAL EDGES 
  ALTERNATE IDENTITY (N) 
  Requirements: Novice 
  You have another identity you are known by, airtight with background, job 
  history, computer records, official documentations, etc. This lets you 
  operate under an alias that cannot easily be traced back to you, since 
  everything checks out for all but the most persistent snoop. If the 
  character’s identity is ever revealed through his actions (or inactions), he 
  loses the benefits of this Edge. This Edge may be taken multiple times, each 
  time the Edge is taken the character gains a new identity. 
  CHARISMATIC (N) 
  Requirements: Novice, Spirit d8+  
  Your hero has learned how to work with others, even those who might be 
  somewhat opposed to him or his efforts. This adds +2 to his Charisma. 
  COMMON BOND (N) 
  Requirements: Wild Card, Novice, Spirit d8+  
  This Edge signifies a special link between close companions—such as a 
  typical party. It doesn’t matter whether or not the characters get along 
  perfectly or not, they’ve just formed a close and common bond during their 
  epic adventures. A character with this Edge may freely give his Bennies to 
  any other Wild Card he can communicate with. This represents the 
  character giving his verbal or spiritual support to the ally. The player should 
  say what his character is doing to give the support. The gesture could be as 
  complex as a rousing speech, or as simple as a knowing nod. 
  CONNECTIONS (N) 
  Requirements: Novice  
  Whether it’s to the Feds, the cops, the Mob, or some big corporation, your 
  heroine knows someone on the inside—someone who is willing to lend her a 
  hand on occasion (usually once per game session). This Edge may be 
  taken more than once, but each time must be applied to a different 
  organization. The GM should also ensure the organization is limited to a 
  single, unique organization. A hero may, for instance, have Connections (US 
  Army), but he shouldn’t have a blanket Connections (Military). To use a 
  character’s Connections requires that she first get in touch with one of her 
  contacts. This requires a Streetwise roll. Failure means the particular contact 
  wasn’t available, their cell phone wasn’t on, or they were otherwise tied up.  
  Once in contact, the hero must make a Persuasion roll. The GM should feel 
  free to modify both the Persuasion roll and any results based on the 
  circumstances. A failure indicates the heroine’s contacts just couldn’t 
  come through this time, or perhaps just weren’t persuaded that their help 
  was really necessary. On a success, the contact might share information, 
  but won’t do anything too risky to help. On a raise, the contact is willing to 
  leak sensitive information, but stops short of outright betrayal. Two or more 
  raises means the heroine has pushed the right buttons and can count on 
  serious help. The Connection will risk serious consequences for the heroine, 
  and if she needs financial assistance, may provide more than he’s 
  comfortable with. If the heroine asks for muscle, the contact delivers either 
  one expert (a safecracker, wheel-man, security expert, etc.) or five 
  average fighter-types for the contact’s particular organization (a mob boss 
  sends five thugs, the Army sends five infantrymen, etc.). 
  SINCERITY (N) 
  
   
  40 
   
  Requirements: Novice, Persuasion d8 
  Some call your character a wide-eyed idealist, but there is no mistaking the 
  fact that he believes what he says. Anytime your character is telling the 
  literal truth (as he knows it), he gains a +2 bonus on Persuasion rolls. He loses 
  this bonus if he exaggerates even slightly. 
  SMOOTH RECOVERY (S) 
  Requirements: Seasoned, Persuasion d10 
  No matter how diplomatic they are, everyone makes social gaffes now and 
  then. Your character has learned how to swiftly recover from these 
  blunders. When your character fails on a Persuasion roll, you may 
  immediately make a Persuasion roll at -2; if you succeed, your initial blunder 
  is laughed off and forgotten. You can only use this Edge once per situation, 
  and you cannot use this Edge on a critical failure. 
  STRONG WILLED (N) 
  Requirements: Novice, Intimidation d6+, Taunt d6+  
  Characters with strong willpower use their voice, steely stares, or quick wits 
  to unnerve their opponents. Strong willed adds +2 to a character’s 
  Intimidation and Taunt rolls, as well as his Spirit and Smarts rolls when resisting 
  Test of Wills attacks. 
  SWEETEN THE DEAL (N) 
  Requirements: Novice, Persuasion d6+ 
  "There's no way I’m paying full price for that mace! Lower the price 80 gold 
  and I might think about it." You get the picture, your hero can't stand 
  paying full retail price for anything. He receives a +2 to his persuasion roll 
  when attempting to purchase an item. With a success, the price is reduced 
  25%, 50% with a raise. 
   
  WEIRD EDGES 
  BEAST MASTER (N) 
  Requirements: Novice, Spirit d8+  
  Animals like your hero, and won’t attack him unless he attacks them first or 
  they are enraged for some reason. His “animal magnetism” is so great he’s 
  attracted a loyal animal of some sort as well. This is typically a dog, wolf, or 
  raptor, though the GM may allow other companions if it fits the setting. The 
  beast is an Extra (not a Wild Card). If it should be killed, the hero finds a 
  replacement in 2d6 days. 
  DANGER SENSE (N) 
  Requirements: Novice  
  Your hero can sense when something bad is about to happen. Anytime 
  he’s about to be the victim of a surprise attack, ambush, or other nasty 
  surprise, he gets a Notice roll at –2 just before the attack or event occurs. If 
  successful, the character knows something is about to happen and may 
  take appropriate action against it. This means the hero is on Hold for the first 
  round of a combat. Should the hero fail his roll, he still follows the normal 
  Surprise rules, if applicable (see page 73). 
  HEALER (N) 
  Requirements: Novice, Spirit d8+  
  A hero with this Edge adds +2 to all Healing rolls (including natural healing 
  rolls for his own wounds), whether natural or magical in nature. Up to five 
  companions traveling with a Healer add the bonus to their natural healing 
  rolls as well. 
  LIQUID COURAGE (N) 
  Requirements: Novice, Vigor d8+  
  
   
  41 
   
  Your hero processes alcohol far differently than most. The round after 
  consuming a stiff drink (at least 8 ounces of hard liquor or equivalent), the 
  character’s Vigor increases by one die type (increasing Toughness as well). 
  The hard drinker can also ignore one level of wound modifiers (which stacks 
  with other abilities that do the same).  The effect lasts for one hour after it 
  begins. If the drunkard seeks inebriation he suffers –2 to Smarts and Agility-
  based rolls for as long as he continues to drink and the next 1d6 hours 
  thereafter. 
  SCAVENGER (N) 
  Requirements: Novice, Luck  
  Once per session the hero may “suddenly remember” that he has a much-
  needed piece of equipment on his person. The item must be capable of 
  being stored in the hero’s pocket or bag (assuming he has one), and the 
  Game Master has the final word on what can be found. 
  STRONG BACK (N) 
  Requirements: Novice, Strength d6+ 
  Don't leave anything behind! With the Strong back edge your hero can 
  carry weight as if his Strength was one step higher than it actually is. For 
  example, a hero with d8 Strength would be able to carry 5 significant items 
  instead of the normal 4 without suffering a negative. If however, your hero 
  also has the brawny edge; his load limit would be increased from 5 to 8 
  (remembering to round up). 
   
  ATTRIBUTES 
  Characters start with a d4 in all attributes, and 5 points to spend to increase 
  them, each point increases the die type by one (e.g. d4 > d6) up to a 
  maximum of d12.  They may also spend 2 points gained from hindrances to 
  increase an attribute by a die type. 
   
  SKILLS 
  Characters then get 15 points to distribute in skills.  The cost is similar to 
  attributes (i.e. each point confers an increase in die type) with the following 
  exceptions: 
   
  All skills start at nothing, so the first point confers a d4 
   
  Once the skill reaches the same die type as the controlling attribute 
  (e.g. for Shooting it is Agility), the cost increases to 2 points per die 
  type increase. 
  Again, players may also use points from hindrances to increase this, in this 
  case each point from hindrances gives the player an additional 1 skill point. 
  Example: A player has shooting and fighting at d6 and Agility at d8, they 
  can therefore increase both shooting and fighting to d8 for 1 point.  
  However, to spend another point they could only increase 1 of these skills to 
  d10 as it is now above the controlling attribute. 
  Additional notes on skills (including some minor rule changes): 
   
  Using Critical Failures setting rule as below 
  o 
  This rule works well for very dark or very humorous games. 
  When a character rolls double 1’s on a Trait roll, he can’t 
  spend a Benny—he’s stuck with the critical failure. 
  
   
  42 
   
   
  Common Knowledge covers the use of all basic modern 
  technology, including computers, mobile devices, basic driving 
  (Agility), etc. 
  o 
  Each character will have some common knowledge that is 
  specific to them, such as the knowledge of the region that 
  they were brought up in, any religious beliefs they might 
  hold, or anything else that might be relevant 
  o 
  Common knowledge rolls may be rolled against a lot of 
  things, but it is the GMs decision as to the effect of the 
  common knowledge roll.  For example, a character with no 
  actual knowledge of French (they might have studied it at 
  school but not since) who is trying to translate a French book 
  can attempt to do so as a common knowledge roll, but will 
  only ever get a basic result, regardless of how high they roll 
   
  Skills are broad and can be applied to specific things.  For example 
  there is no skill for hacking, and Knowledge (Computers) does not 
  necessitate hacking (although it can, using a principle of 
  understanding how systems work and how to infiltrate them).  
  However one may use the lock pick skill (to hack via back-door 
  codes, Trojans or other cracking methods), persuasion (to perform a 
  social engineering hack) or investigation (to plumb the depths of 
  the dark web), it’s up to the player to describe how they are using 
  this skill, combined with their background. 
  o 
  Hacking specifically will either be a straight trait roll for simple 
  non-dramatic tasks where there isn’t a threat of danger or as 
  dramatic tasks if the action is being undertaken during a 
  period of stress, threat or with a time limit imposed. 
   
  At the outset a character will have a preferred use of a certain skill.  
  For example a shooting skill will likely be with pistols and rifles, use of 
  other types of shooting weapons will be at a -2 as a familiar object. 
  o 
  Driving a car for example is the default for most, driving a 
  HGV would be more difficult 
  o 
  Piloting a plane can be one default, trying to pilot a 
  helicopter is another matter 
   
  Specific Skills: 
  o 
  Boating:  Covers the piloting of all water based craft, from 
  dinghies to cruise liners and submarines 
  o 
  Climbing: Does what it says, includes assisted climbing, 
  rappelling etc. 
  o 
  Driving:  As mentioned above basic driving is covered under 
  Common Knowledge, this skill covers the art of driving under 
  stressful conditions (i.e. in chases) 
  o 
  Fighting:  Covers all forms of melee combat, from bare-
  knuckle boxing to martial arts and street fighting, as well as 
  use of melee weapons 
  o 
  Gambling: Covers all form of gaming, from card to online 
  games, to use of gambling to influence outcomes, for 
  example using gambling as a test of wills influence, can also 
  be used as an empathy skill for reading people  
  o 
  Hacking: As mentioned can be covered by the following 
  skills: Investigation, Knowledge (Computers), Lock-picking, 
  Persuasion, Stealth, Streetwise, Tracking 
  o 
  Healing: Covers the specific application of healing of living 
  creatures.  
  o 
  Intimidation: Used to make others cower beneath your 
  might!  Primarily used as a test of wills, should be noted 
  though that non-human targets will not be affected by this, 
  although animals can be cowed at -2. 
  o 
  Investigation: This covers the use of investigative techniques 
  to find out information, whether that be from library 
  research, online gathering of information or talking to 
  informants, witnesses etc. 
  o 
  Knowledge: Covers all types of knowledge, from astrophysics 
  to music to history.  This the one skill that must be specialised 
  for each branch of knowledge 
  o 
  Lock-picking:  Covers the opening of any type of lock, both 
  mechanical, electronic and, in the case of hacking, virtual 
  
   
  43 
   
  o 
  Notice: Take this skill!  Used to spot things that are out of the 
  ordinary 
  o 
  Persuasion: Can be used for social engineering hacks, as 
  well as traditional persuasion 
  o 
  Pilot: Covers use of all flight based vehicles, from jet packs to 
  helicopters, planes and even spacecraft! 
  o 
  Repair: Covers the repair of mechanical, electronic and 
  other inanimate objects. 
  o 
  Riding: Includes riding of bicycles, motorcycles, skateboards, 
  roller skates etc. 
  o 
  Shooting: Includes use of all ranged weapons, including 
  bows, firearms, heavy weapons etc. 
  o 
  Streetwise: Used to source information, goods, understand 
  the etiquette / protocols of urban surroundings and 
  generally exist on the streets 
  o 
  Survival: Similar to Streetwise, but for rural or natural 
  environments 
  o 
  Swimming: As Driving, assuming that everyone can at least 
  tread water, swimming skill will only come into play if stressful 
  situations are required  
  o 
  Taunt:  Like Intimidation, used primarily as test of wills to shake 
  opponent, can also be used to gain upper hand in social 
  conflicts. 
  o 
  Throwing: Used to throw everything from footballs to knives to 
  grenades. 
  o 
  Tracking: Can also be used to track people down online or 
  in urban environments.  Can also be used to track down 
  people through information gathering 
   
  DERIVED TRAITS 
  Once all has been determined the following derived attributes should be 
  calculated: 
   
  Pace: 6” (or 36’) unless hindrances or edges modify this 
   
  Charisma: 0 unless hindrances or edges modify this 
   
  Toughness: 2+ (Vigor die type/2).  E.g. Someone with a vigor die 
  type of d6 has 2 + (6/2) = 5 Toughness 
   
  Parry: 2+ (Fighting die type/2). E.g. Someone with a fighting die type 
  of d6 has 2 + (6/2) = 5 Parry 
   
  SIMPLIFIED ENCUMBRANCE 
  Load Limit is defined in significant items rather than in pounds, but otherwise 
  follows the normal encumbrance rules. A significant item is one that weighs 
  roughly 6-15 pounds, and you can carry 
  a number of such items equal to half 
  your Strength without penalty (i.e. 2 
  significant items with Strength d4, 3 
  significant items with Strength d6, etc.). 
  The Brawny Edge increases your Load 
  Limit in significant items by 1½ times 
  (rounded up), for example someone 
  with d8 Strength and brawny has a load 
  limit of 8*1.5 = 12/2 = 6 significant items 
  compared to a normal person who has 
  8/2 = 4 significant items.   
  Also, if they are carrying significant items in such a way as to balance the 
  load (e.g. in a rucksack or bag, on a stretcher, fireman’s lift etc.) they may 
  halve the effect of that weight (round up). 
  How to calculate Significance rating: (Weight (in lbs) -5)/10 
  If the number of significant items exceeds the load limit of the character, 
  they suffer a -1 for each increment above that load limit (up to a maximum 
  of -3). 
  Gear Type 
  Weight (in lbs) 
  Insignificant 
  0-5 
  Significant 
  6-15 
  Significant 2 
  16-25 
  Significant 3 
  26-35 
  Significant 4 
  36-45 
  Significant 5 
  46-55 
  Significant 6 
  56-65 
  Significant 7 
  66-75 
  Significant 8... 
  ...+10 
  
   
  44 
   
  Example: A PC with a d6 Strength can carry but to 3 significant items 
  without a penalty. If they try to carry another person (who weighs for 
  example 140 lbs, this counts as a (140-5/10) = 13 significant items, 1 above 
  their ultimate threshold, so they cannot move.  However if they carry them 
  on their back, this halves the effective weight, making it (70-5)/10 = 6 
  significant items and therefore they are at a -1 as it is 2 times their significant 
  item limit. 
  LIFESTYLE 
  PCs will automatically be placed in the modest lifestyle category; anyone 
  wishing to play a poor or destitute character will need to take the poverty 
  hindrance (poverty minor for poor, poverty major for destitute), whilst 
  anyone wanting to be rich or very rich must take the appropriate edge.  
  Please also note the drawback of social standing with the cost of living 
  (below). 
  COST OF LIVING 
  Rather than forcing people to spend their money wisely their lifestyle choice 
  means that they have available anything that costs equal or less than the 
  monthly upkeep without having to worry about paying for it directly.  As 
  well as this they may own a vehicle worth up to 10x their upkeep and a 
  property worth no more than 100x (having paid 20x in down payments)their 
  monthly upkeep and a  So if someone chooses Moderate then they may 
  purchase: 
   
  Any gear worth up to $2,500 (legality applies though) 
   
  A vehicle up to $25,000 
   
  A property up to $250,000 (with a $50,000) 
  Lifestyle 
  Upkeep 
  Vehicle 
  Residence 
  Increment 
  Destitute 
  $50 
  $500 
  $5,000 
  $5 
  Poor 
  $500 
  $5,000 
  $50,000 
  $50 
  Modest 
  $2,500 
  $25,000 
  $250,000 
  $250 
  Rich 
  $25,000 
  $250,000 
  $2,500,000 
  $2,500 
  Filthy Rich 
  $100,000 
  $1,000,000 
  $10,000,000 
  $10,000 
  The upkeep assumes that they have a regular source of income to carry on 
  paying this, which must be determined (i.e. a job, rent from a property 
  etc.), loss of any such income will force the PC to find that money on a 
  regular basis.  If the debt hindrance is chosen (or fallen into) they must find 
  these funds above and beyond the general upkeep.  So a minor debt 
  would require $500 per month to cover costs, if an average lifestyle then 
  loses their upkeep (e.g. job) they would need to find $3,000 per month to 
  stay afloat. 
  
   
  45 
   
  GEAR 
  In order to purchase items, if it is legal and within upkeep allowance of the 
  lifestyle then it is allowed.  If it is above the lifestyle upkeep then this requires 
  a streetwise (or persuasion) roll with a -1 per 10% increment, with additional 
  modifiers can be seen in the table below. 
  For a list of available gear please see the Gear document provided.  
  Anything with a cost of “Mil” is only available to the military (in the US), the 
  price in brackets is to purchase on the black market (which will require a 
  streetwise or knowledge (computer) roll at -2).  
  If the PC fails the roll they potentially have options (as determined by the 
  GM).  They can: 
   
  Fail to find something at the price and give up 
   
  Pay the price and take a minor debt hindrance 
   
  Accept the item at the reduced price but take another negative 
  outcome (such as Wanted, Indebted or Bad Reputation 
  Example: A PC with a modest lifestyle wishes to purchase an expensive item 
  worth $3,000.  As they do not have the finances to procure this directly, they 
  will need to make a Streetwise (to find a cheaper version of the product) or 
  Persuasion (to persuade the seller to part with it for less money).  Because it 
  is two steps above their allowance, the roll is at a -1.  If this item was an 
  illegal product this roll would be at a total of -3.  If was also a rare item this 
  would raise the roll to -5. 
  AMMO 
  Keeping track of ammo can be a very tedious task, but at the same time a 
  necessary one.  As the weapons available have a variable number of shots 
  which has been factored into the cost, ammo will need to be tracked by 
  the players throughout the course of any combat. 
  PLAYER LEVEL 
  As the game is intended for players who are not new, players may start at 
  seasoned (XP 20), which means that they have an extra 4 points to spend 
  as per the standard rules.  With each point they can either: 
   
  Purchase an edge (assuming they meet the requirements) 
   
  Increase a trait die by 1(this can only be taken twice, once for 
  novice and once for seasoned) 
   
  Increase 2 skills that are below their 
  controlling stat threshold by 1 die 
   
  Increase 1 skill that is equal to or above their 
  controlling stat threshold by 1 die 
   
  Buy a new skill at d4 
   
  In rare cases players can buy off a minor 
  hindrance (or a major hindrance if they save 2 advances), but this 
  would need to be worked into the story narrative in some way 
  It should also be noted that the last advance (when they attained 
  seasoned rank) can be used to purchase a single seasoned edge should 
  they wish to do so. 
  Accessibility 
  Mod. 
  Illegal 
  -2 
  Uncommon 
  -1 
  Rare 
  -2 
  Unique 
  -4 
  
   
  46 
   
  RULES ADDENDUM 
  COMBAT 
   
  Use hit location on hit, apply following effects: 
  o 
  Head: +4 Damage 
  o 
  Unmentionables: +2 damage, shaken at -2 
  o 
  Arms: Make Vigor roll or drop anything in hands 
  o 
  Legs: Make Vigor roll or go prone 
  o 
  Body: Shaken at -2 
   
  Hit location table: 
  o 
  2: Unmentionables 
  o 
  3: Main Leg (or whichever leg is more in use) 
  o 
  4: Off Leg (or whichever leg is less in use) 
  o 
  5-9: Body 
  o 
  10: Arm not using something (or non-handedness arm) 
  o 
  11: Arm using something (or handedness arm) 
  o 
  12: Head 
   
  As a result of the hit location chart ignore any negative modifier to 
  hit for cover but if the area but is covered (either by armour or 
  cover) then additional armour applies.  For example hitting 
  someone whose legs are behind a brick wall grants the PC an 
  additional 8 AP.  So if they have a standard toughness of 5 they now 
  have 13. A gun would need to inflict 14 points of damage to 
  penetrate the wall and cause injury, and 18 to inflict an actual 
  wound. 
   
  In addition when a hit is scored the first raise grants an extra d6 
  damage die, any subsequent raises allow the PC to alter the hit 
  location by 1 point per raise.  For example the player rolls 15 on his 
  attack against the TN of 4, so they got 2 raises, meaning an extra 
  damage die and a +1 to hit location.  They roll 11 for location, add 
  one and it now a headshot!  This means an additional +4 damage, 
  so for a handgun instead of 2d6 (average 7) its 3d6+4 (average 14-
  15)! 
  
   
  47 
   
  BENNIES  
  Players should be able to use Bennies for just about anything their fevered 
  little minds can dream up—within reason, of course! Some of the uses 
  allowed for burning a Benny include:  
  • 
  To reroll a trait roll (excluding damage) 
  • 
  To remove a Shaken status 
  • 
  To soak a wound (complete success will also remove shaken) 
  • 
  To negate an unskilled modifier 
  • 
  To negate up to two points of penalties (regardless of source) 
  applied to the character’s next trait roll 
  If a rule clarification comes up, it’s the GMs discretion, if the rule invocation 
  is subsequently found to be incorrect; any player affected gets an extra 
  Bennie on the next session.  Bennies will also be awarded by the GM when 
  a player undertakes a great feat, plays their hindrance to dramatic effect, 
  generally role-plays well or contributes in some way to the game.   
  Normally bennies are refreshed every session, but because the sessions 
  could be short bennies will be reset at the end of each scenario / episode. 
  One exception to the use of bennies is that of conflict between PCs, in such 
  scenarios bennies will NOT be permitted.  This includes social and physical 
  conflict. 
  COMMUNICATION 
  All players should create an email account for their character so that 
  communications, hints and plot items can be delivered in between sessions. 
  The GM will also create an account to facilitate these communications. 
  Alternatively use private messaging on social media but will need to 
  support attachments. 
  FINAL QUESTIONS 
  Before game commences, these all need to be discussed with the players: 
  1. You have a choice: 
  a. Dark States – standard setting, more pulp than horror 
  although there will still be some more mature themes at play 
  and players (and characters) will still have to make some 
  stark choices. 
  b. Darker States – this version will involve some very dark scenes 
  and choices, and the group as a whole will need to 
  collectively agree if they want to pursue this version.  
  2. Additional rules for Darker States Setting: 
  a. Does anyone have any aversions to anything?  Don’t need 
  to say anything, can always contact me if anything they 
  specifically want to avoid 
  b. Use of X-card.  Pull it at any time in the Darker States Setting if 
  things are getting too much 
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Dark States/Savage Worlds - Dark States - Session Zero (Character Creation).pdf