TEXT: Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  WOUNDS
  SHOCK
  Combat Skills
  Attribute
  Skill Adds
  Value
  Energy Weapons
  Dex
  9
  Fire Combat
  Dex
  +1
  10
  Melee Weapons
  Dex
  +3
  12
  Missile Weapons
  Dex
  +1
  10
  Unarmed Combat
  Dex
  +1
  10
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  +2
  9
  Maneuver
  Dex
  +1
  10
  Taunt
  Cha
  +1
  8
  Trick
  Mind
  6
  Other
  Attribute
  Skill Adds
  Value
  Dodge
  Dex
  +1
  10
  Find
  Mind
  +1
  7
  Land Vehicles
  Dex
  +1
  10
  Persuasion
  Cha
  +1
  8
  Reality
  Spirit
  +1
  8
  Streetwise
  Cha
  +1
  8
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  Hockey Stick (melee weapons)
  18
  Str +2 (13)
  —
  —
  —
  Glock 9mm (fire combat)
  22
  13
  15
  10/25/40
  —
  Unarmed (unarmed combat)
  —
  Str +0 (11)
  —
  —
  —
  EQUIPMENT
  Item
  Axiom
  Notes
  Delphi Survival Kit
  23
  Tent, stove, canteen
  Rope
  8
  10 meters
  ARMOR
  Armor
  Axiom
  Adds
  Notes
  Leather Vest
  19
  +1
  Torso, Max Dex 12
  Bonus Chart
  Die 
  Roll
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  25
  26
  30
  31
  35
  36
  40
  41
  45
  46
  50
  +5
  Bonus
  –10
  –8
  –6
  –4
  –2
  –1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  +1
  PERKS
  Perk
  Effect
  Endurance
  +2 Shock (included)
  Trademark Weapon
  Re-roll 1 on damage with Hockey Stick
  7
  9
  6
  7
  11
  10
  12
  10
  9
  3
  9
  23
  10
  23
  Human
  Core Earth
  The Hockey Enforcer
  ATTRIBUTES & SKILLS
  Dexterity
  Mind
  Spirit
  Strength
  Charisma
  DEFENSES
  Dodge
  Melee Defense
  Unarmed Defense
  +2
  +4
  -2
   -4
  Vulnerable
  Stymied
  -1
  -2
  -3
  KO
  Wound Tracker
  Alpha
  12
  1
  9
  27
  Movement
  Run
  Total
   Toughness
  Armor
  Total XP
  Unspent
  
  Overview
  You were always the team's enforcer, the one who 
  protected everyone else and brought the pain to 
  anyone who tried to harm you or your teammates. 
  You do the same on the battlefields of the Living Land.  
  You're more than a brute, you're the beating heart of 
  the team, and surprisingly persuasive when the chips 
  are down.
  TacTics
  You’re tough, but getting up front and hitting things 
  with a stick means you're likely to take shots in 
  return. You only have so much Shock and aren't great 
  at Soaking, so look for Second Wind or Rally Destiny 
  cards to keep going. If you have to, stop for a Round to 
  Recover. You have very strong interactions, use them 
  for Approved Actions to help find the cards you need.
  You're very fast, and if you're supported by ranged 
  attackers don't forget you can keep moving after you 
  strike. You become Vulnerable when you break away, 
  but that's much better than catching stray bullets from 
  your teammates!
  MOMenT Of crisis
  You were on your way back from a game in New York 
  when the first maelstrom bridge fell. When you saw 
  strange creatures attacking people on the streets you 
  grabbed your stick and went to work, and your team 
  followed. Not everyone survived that day, and you 
  realized if you were going to help free Earth you 
  needed to switch to a different league.
  QuOTe
  “Check!“
  DescripTiOn
  Happy-go-lucky and optimistic are two ways to 
  describe you. Setbacks never get you down, and you 
  never give up. With the world at stake and other 
  realities invading your own, you’ve stepped up to 
  take it on with a smile and a devil-may-care attitude. 
  Some may consider you brash, even cocky at times, 
  but the odds have been against you before.
  agenDa
  The Possibility Wars aren't much different from a 
  high-pressure game—albiet much more hazardous. 
  Your agenda is the same in both: protect your team. 
  Sometimes that means taking a hit, sometimes 
  punishing an aggressor, and sometimes it's more 
  about keeping everyone's spirits up and their heads 
  in the game.
  naMes
  Crusher, Dennis, Hammer, Ken, Link, Pierre, Ripper, 
  Rudy, Stu
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Chest Beating
  □ (7 XP) Sprinter
  □ (1 XP) first aid +1
  □ (2 XP) reality +2
  □ (3 XP) intimidation +3
  □ (3 XP) reality +3
  □ (4 XP) melee weapons +4
  □ (5 XP) melee weapons +5
  THE HOCKEY ENFORCER
  
  ATTRIBUTES & SKILLS
  DEFENSES
  Dodge
  Melee Defense
  Unarmed Defense
  Dexterity
  Mind
  Spirit
  Strength
  Charisma
  +2
  +4
  -2
   -4
  Vulnerable
  Stymied
  -1
  -2
  -3
  KO
  Wound Tracker
  SHOCK
  WOUNDS
  Combat Skills
  Attribute
  Skill Adds
  Value
  Energy Weapons
  Dex
  8
  Fire Combat
  Dex
  +3
  11
  Melee Weapons
  Dex
  8
  Missile Weapons
  Dex
  8
  Unarmed Combat
  Dex
  8
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  +1
  11
  Maneuver
  Dex
  8
  Taunt
  Cha
  +1
  9
  Trick
  Mind
  7
  Other
  Attribute
  Skill Adds
  Value
  Dodge
  Dex
  +2
  10
  Faith
  Mind
  +3
  13
  Find
  Mind
  +1
  8
  Land Vehicles
  Dex
  +1
  9
  Reality
  Spirit
  +2
  12
  Stealth
  Dex
  +1
  9
  Streetwise
  Cha
  +1
  9
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  Remington 870 Shotgun (fire combat)
  22
  14
  7
  10/20/30
  +2 Close, –2 Long
  Glock 9mm (fire combat)
  22
  13
  15
  10/25/40
  —
  Unarmed (unarmed combat)
  —
  Str +0 (8)
  —
  —
  —
  EQUIPMENT
  Item
  Axiom
  Notes
  Extra Magazines
  22
  35 shots for Remington 870 Shotgun
  Flashlight
  20
  Provides light
  Holy Symbol
  5
  Catholic Rosary
  Multi-tool
  22
  Cutters, pliers, screwdriver in one
  ARMOR
  Armor
  Axiom
  Adds
  Notes
  Stab Vest
  23
  +3
  Torso, Max Dex 10
  Bonus Chart
  Die 
  Roll
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  25
  26
  30
  31
  35
  36
  40
  41
  45
  46
  50
  +5
  Bonus
  –10
  –8
  –6
  –4
  –2
  –1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  +1
  PERKS
  Perk
  Effect
  Miracles
  Gain bless, repel, and ward enemy
  Vengeful
  Gain Up vs foe who wounded you
  8
  8
  7
  10
  7
  10
  8
  8
  3
  8
  9
  23
  10
  23
  Human
  Core Earth
  The Renewed Nun
  Alpha
  10
  3
  8
  24
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  Overview
  Early in life you chose to join a convent and become 
  a nun. You lived a life of faith and service for many 
  years, but eventually became disillusioned with the 
  church, lost your faith, and returned to the secular 
  world. You wandered aimlessly, fell in with a rough 
  crowd, and drifted into a sinful, violent life. 
  When the invaders came everything changed. Faced 
  with imminent death, you reached out for your long-
  abandoned faith—and your prayer was answered 
  with a miracle. You understood how God's path for 
  you had made you a powerful weapon against the 
  High Lords, and donned your old habit and embraced 
  the vows you had once abandonned.
  TacTics
  Bless is a powerful tool for yourself and your allies, 
  especially Dexterity for attack skills and defenses and 
  Spirit for Soaking and your own faith tests. Out of 
  combat, Bless lets you help with any test, potentially 
  giving a +1 or +2 boost.
  In combat, get close—but not too close—to get the 
  most out of your powerful shotgun. If a foe is in 
  your face, try a Multi-Action with Repel and then 
  shooting so you don't have to step away and become 
  Vulnerable. You can Reload up to 3 shells as a Simple 
  Action, so load as you go rather than waiting for your 
  entire magazine to empty out.
  MOMenT Of crisis
  When your former “friends” ran, you stayed behind 
  to save a child from a charging dinosaur. It was 
  desperation that led you to pray for protection, and 
  to your surprise the monster was flipped from its feet 
  and hurled away. 
  QuOTe
  “Forgive me, O Lord, for the carnage I am about to 
  unleash.“
  DescripTiOn
  You are cool and stern on the outside, but in your 
  heart you care about others greatly. You carry vestiges 
  of both your lives with you: tattoos, chains, a rosary, 
  and a ragged habit. You have a tendency to mentor 
  friends who are younger and less experienced. You 
  have a deep and abiding faith that has carried you 
  through many harrowing experiences and leaves you 
  strangely serene in dangrous situations.
  agenDa
  Under the surface you seethe with righteous rage 
  against the High Lords and their servants. You are 
  God's instrument of vengeance.
  naMes
  Agnes, Carmen, Clara, Gertrude, Jo, Maria, Mary, 
  Mother Mayhem, Sister Slayer 
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Prodigy
  □ (7 XP) Grant Possibilities
  □ (9 XP) Storm Caller
  □ (2 XP) taunt +2
  □ (3 XP) reality +3
  □ (4 XP) fire combat +4
  THE RENEWED NUN
  
  ATTRIBUTES & SKILLS
  DEFENSES
  Dodge
  Melee Defense
  Unarmed Defense
  Dexterity
  Mind
  Spirit
  Strength
  Charisma
  +2
  +4
  -2
   -4
  Vulnerable
  Stymied
  -1
  -2
  -3
  KO
  Wound Tracker
  SHOCK
  WOUNDS
  Combat Skills
  Attribute
  Skill Adds
  Value
  Energy Weapons
  Dex
  7
  Fire Combat
  Dex
  +1
  8
  Melee Weapons
  Dex
  +1
  8
  Missile Weapons
  Dex
  7
  Unarmed Combat
  Dex
  7
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  10
  Maneuver
  Dex
  +1
  8
  Taunt
  Cha
  7
  Trick
  Mind
  +1
  10
  Other
  Attribute
  Skill Adds
  Value
  Dodge
  Dex
  +1
  8
  Faith
  Spirit
  +2
  9
  Find
  Mind
  +1
  9
  First Aid
  Mind
  +2
  9
  Land Vehicles
  Dex
  +1
  9
  Medicine
  Mind
  +1
  8
  Reality
  Spirit
  +3
  13
  Scholar
  Mind
  +1
  9
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  .308 Hunting Rifle (fire combat)
  21
  14
  10
  80/160/320
  —
  Machete (melee weapons)
  22
  Str +2 (9)
  —
  —
  Survival tests Favored
  Unarmed (unarmed combat)
  —
  Str +0 (7)
  —
  —
  —
  EQUIPMENT
  Item
  Axiom
  Notes
  Extra Magazines
  22
  50 rounds for .308 Hunting Rifle
  First Aid Kit
  19
  First Aid tests Favored
  Holy Symbol
  5
  Medicine Bag
  Flashlight
  20
  Provides light
  Multi-tool
  22
  Cutters, pliers, screwdriver in one
  ARMOR
  Armor
  Axiom
  Adds
  Notes
  Leather Vest
  22
  +1
  Torso, Max Dex 12
  Bonus Chart
  Die 
  Roll
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  25
  26
  30
  31
  35
  36
  40
  41
  45
  46
  50
  +5
  Bonus
  –10
  –8
  –6
  –4
  –2
  –1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  +1
  PERKS
  Perk
  Effect
  Realm Runner
  +4 to reconnect, avoid first disconnect 
  each act
  Miracles
  Gain commune with spirits, soothe, and 
  ward enemy
  7
  7
  9
  10
  7
  8
  8
  7
  3
  10
  9
  23
  10
  23
  Human
  Core Earth
  The Medicine Walker
  Alpha
  8
  1
  7
  21
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  Overview
  You grew up on your tribe’s Native American 
  reservation. You listened to the elders of your 
  people and learned the traditions passed down from 
  generation to generation. You committed to carrying on 
  the traditions of your people as a spiritual leader and 
  healer long before the Possibility Wars.
  After the invasion, the voices of the spirits became 
  stronger, and the Earth itself seemed to be crying out in 
  agony. You made the difficult choice to leave your home 
  and join the others desperately battling the invaders.
  TacTics
  It's best to let your burlier companions take the lead 
  and fight from a distance using your rifle. If an enemy 
  reaches you you'll need to either switch to your 
  machete or step back to shoot—becoming Vulnerable 
  in the process. Meanwhile, use Soothe to keep your 
  teammates in the fight, and First Aid to patch up any 
  Wounds afterward.
  Commune with Spirits can be especially potent in 
  Living Land. Don't hesitate to use this miracle to find 
  out what the spirits know about the area or the events 
  in motion. Spirits are plentiful in the Living Land, and 
  they all count as appropriate for the your religion.
  MOMenT Of crisis
  The Storm didn't come to you, you went to it. Despite 
  the dangers of the Living Land you set out to travel there 
  and help where you could. Perhaps your moment came 
  when you first crossed into invader's realm and heard 
  the songs of the sprits within, or maybe it came when 
  you raised your rifle in defense of a fellow traveler. 
  Either way, you felt a new connection with the spirit 
  of the Earth itself, and knew you had chosen correctly.
  QuOTe
  “The ways of my people have always had power. Now 
  it's just easier to see it.“
  DescripTiOn
  You are hard-working, dedicated, honorable, and 
  have a dry sense of humor. You are slow to trust and 
  slower to forgive, but those who have earned your 
  friendship become a part of your family. You dress in a 
  comfortable, Western style and keep your medicine bag 
  hidden under layers of denim, cotton, and leather.
  agenDa
  You and the other Storm Knights are chosen protectors 
  of the spirit of Earth itself. This a sacred duty. Help 
  your allies understand that!
  naMes
  Ahote, Hania, He Keeps Watch, Istaqa, Sani, Shilah, 
  Thunder Man, Waki
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Situational Awareness
  □ (7 XP) Negation
  □ (2 XP) dodge +2
  □ (2 XP) fire combat +2
  □ (3 XP) faith +3
  □ (3 XP) fire combat +3
  □ (4 XP) faith +4
  □ (4 XP) reality +4
  THE MEDICINE WALKER
  
  ATTRIBUTES & SKILLS
  DEFENSES
  Dodge
  Melee Defense
  Unarmed Defense
  Dexterity
  Mind
  Spirit
  Strength
  Charisma
  +2
  +4
  -2
   -4
  Vulnerable
  Stymied
  -1
  -2
  -3
  KO
  Wound Tracker
  SHOCK
  WOUNDS
  Combat Skills
  Attribute
  Skill Adds
  Value
  Energy Weapons
  Dex
  10
  Fire Combat
  Dex
  +3
  13
  Melee Weapons
  Dex
  +1
  11
  Missile Weapons
  Dex
  10
  Unarmed Combat
  Dex
  10
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  9
  Maneuver
  Dex
  +1
  11
  Taunt
  Cha
  6
  Trick
  Mind
  +2
  9
  Other
  Attribute
  Skill Adds
  Value
  Dodge
  Dex
  +1
  11
  Find
  Mind
  +1
  8
  Land Vehicles
  Dex
  +1
  11
  Reality
  Spirit
  +1
  10
  Stealth
  Dex
  +2
  12
  Survival
  Mind
  +2
  9
  Tracking
  Mind
  +2
  9
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  .308 Hunting Rifle (fire combat)
  21
  14
  10
  80/160/320
  —
  Machete (melee weapons)
  22
  Str +2 (10)
  —
  —
  Survival tests Favored
  Unarmed (unarmed combat)
  —
  Str +0 (8)
  —
  —
  —
  EQUIPMENT
  Item
  Axiom
  Notes
  Delphi Survival Kit
  23
  Tent, stove, canteen
  Extra Magazines
  22
  50 rounds for .308 Hunting Rifle
  Flares
  20
  Provide light
  Multi-tool
  18
  Cutters, pliers, screwdriver in one
  Rifle Scope
  22
  Ignore 2 points of Range when Aiming
  ARMOR
  Armor
  Axiom
  Adds
  Notes
  Stab Vest
  23
  +3
  Torso, Max Dex 10
  Bonus Chart
  Die 
  Roll
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  25
  26
  30
  31
  35
  36
  40
  41
  45
  46
  50
  +5
  Bonus
  –10
  –8
  –6
  –4
  –2
  –1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  +1
  PERKS
  Perk
  Effect
  Sniper
  +1 BD after an Aim
  Trademark Weapon
  Reroll 1's for damage with .308 Rifle
  6
  10
  7
  9
  8
  11
  11
  10
  3
  9
  9
  23
  10
  23
  Human
  Core Earth
  The Dinosaur Hunter
  Alpha
  11
  3
  10
  30
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  Overview
  You spent most of your adult life in the wild, learning 
  to live off the land and to understand the ways of 
  nature. You became a sought-after safari guide for the 
  rich and powerful. You did not enjoy exploiting the 
  true sport of hunting as a career baby-sitting the one-
  percent, but it was the best way to hone your skills 
  and explore exotic locations around the world.
  TacTics
  Hunting is about patience. Use the Aim option 
  whenever possible, and go with the Called Shot option 
  to find somewhere with lower armor or that deals exta 
  damage—or both! Get Adrenaline and Coup de Grace 
  cards out and you can finish off gigantic foes with a 
  single shot. One key trick with Aim: you don't have 
  to declare your target beforehand, so Aim with one 
  action and then pick a target to fire upon with the 
  second.
  Your rifle is powerful, but useless in melee if somethig 
  reaches you. It's worth it to step back and become 
  Vulnerable to regain the ability to fire. Use maneuver 
  or trick to Stymie foes and buy yourself time and more 
  Destiny cards.
  MOMenT Of crisis
  When the Living Land arrived, you were preparing 
  for another expedition into the Congo. The moment 
  might have been the shot you took to drop a T-Rex 
  before it could devour a family, or it could have been 
  when you stepped up to lead a group of survivors 
  through the dangerous jungles to a distant hardpoint 
  or border.
  QuOTe
  “What a beauty! She could devour your entire upper 
  body with one bite from those enormous jaws.“
  DescripTiOn
  You are courageous, forthright, and secure in your 
  skills as a hunter. You don’t hesitate to share your 
  opinion, but you are respectful of anyone who is an 
  expert in their field. You dress in rugged, camouflaged 
  clothing and carry your important gear with you.
  agenDa
  You don't hate dinosaurs or even the edeinos. The 
  Living Land represents the ultimate challenge for 
  a hunter, and you secretly love it. The beasts of the 
  realm present a unique opportunity for you to use all 
  your cunning and experience, either to defeat them or 
  avoid them, depending on the mission. 
  naMes
  Bart, Boone, Carter, Clint, Dead-Eye, Diego, Hunter, 
  Jagger, Mason, Steve.
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Hard to Kill
  □ (7 XP) Tenacious
  □ (1 XP) beast riding +1
  □ (2 XP) find +2
  □ (3 XP) survival +3
  □ (3 XP) tracking +3
  □ (4 XP) fire combat +4
  □ (5 XP) fire combat +5
  THE DINOSAUR HUNTER
  
  ATTRIBUTES & SKILLS
  DEFENSES
  Dodge
  Melee Defense
  Unarmed Defense
  Dexterity
  Mind
  Spirit
  Strength
  Charisma
  +2
  +4
  -2
   -4
  Vulnerable
  Stymied
  -1
  -2
  -3
  KO
  Wound Tracker
  SHOCK
  WOUNDS
  Combat Skills
  Attribute
  Skill Adds
  Value
  Energy Weapons
  Dex
  9
  Fire Combat
  Dex
  +1
  10
  Melee Weapons
  Dex
  9
  Missile Weapons
  Dex
  9
  Unarmed Combat
  Dex
  +1
  10
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  8
  Maneuver
  Dex
  +1
  10
  Taunt
  Cha
  +1
  9
  Trick
  Mind
  8
  Other
  Attribute
  Skill Adds
  Value
  Dodge
  Dex
  +1
  10
  Evidence Analysis
  Mind
  +1
  9
  Find
  Mind
  +2
  10
  Persuasion
  Cha
  +3
  11
  Reality
  Spirit
  +2
  10
  Streetwise
  Cha
  +1
  9
  Survival
  Mind
  +1
  9
  Tracking
  Mind
  +1
  9
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  C7 Assault Rifle (fire combat)
  23
  13
  30
  50 / 100 / 200
  Long Burst
  S&W Model 5906 Pistol (fire combat)
  22
  13
  15
  10 / 25 / 40
  —
  Unarmed (unarmed combat)
  —
  Str +0 (7)
  —
  —
  —
  EQUIPMENT
  Item
  Axiom
  Notes
  Climbing Gear
  23
  Use Dexterity to climb
  Extra Magazines
  22
  Five extra C7 magazines
  Flashlight
  20
  Provides light
  Police Badge
  22
  Local legal authority
  Mobile Phone
  23
  Phone and applications
  ARMOR
  Armor
  Axiom
  Adds
  Notes
  Stab Vest
  23
  +3
  Torso, Max Dex 10
  Bonus Chart
  Die 
  Roll
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  25
  26
  30
  31
  35
  36
  40
  41
  45
  46
  50
  +5
  Bonus
  –10
  –8
  –6
  –4
  –2
  –1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  +1
  PERKS
  Perk
  Effect
  Bolster
  1 Possibility to cancel your side's 
  Conflict Line
  Natural Leader
  1 Possibility to add 2 cards from your 
  hand to another player's Action Pool.
  8
  9
  8
  8
  7
  10
  9
  10
  3
  8
  9
  23
  10
  23
  Human
  Core Earth
  The Royal Mountie
  Alpha
  10
  3
  9
  27
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  Overview
  You always knew you wanted to serve something 
  greater than yourself, and that dedication led you 
  to join the Royal Canadian Mounted Police (RCMP). 
  Technically you aren't mounted, and only symbolically 
  connected to anything royal, but you appreciate the 
  history and accomplishments of the organization.
  You learned a lot about yourself—and how to lead—
  and served with distinction. In every posting, you had 
  a knack for getting along with people, for keeping 
  situations from escalating out of control, and for 
  talking down dangerous criminals before they did 
  anything stupid.
  TacTics
  First and foremost, you need to fight smart. Try to 
  save your Possibilites to boost a comrade's Action 
  Pool at a key moment early in the encounter, or to 
  save your team from a Setback or Fatigue condition. 
  Try to quip or quote RCMP regulations in combat to 
  earn Possibilities and extend your power.
  You aren't all support. You have solid interactions 
  across the board. Best of all, the RCMP is well 
  equipped, and you carry a powerful assault rifle with 
  you into battle.
  MOMenT Of crisis
  You lost several friends when the Living Land 
  claimed Fort Providence. You didn't hesitate to enter 
  the afflicted zone looking for survivors—despite the 
  danger. Your efforts saved lives and created a powerful 
  change within you.
  QuOTe
  “Our motto is ‘Defend the Law.’ I plan on doing just 
  that, not only for my homeland, but for my reality.“
  DescripTiOn
  You are friendly, honest, and responsible. A natural 
  leader, you look out for the people around you and 
  always try to think of the bigger picture. You wear 
  your dress uniform in the field now because people 
  either latch onto it as a sign of hope or instinctively 
  ackknowledge it as a symbol of authority. You try to 
  be a paragon of the RCMP and of Canada in all your 
  dealings.
  agenDa
  You’re a Mountie, and you’re going to show the 
  cosmverse what that means. A tradition of bravery, 
  heroism, and service lives on in you. The only thing 
  that comes before proving the mettle of the Mounties 
  is your duty to the people of every realm whose lives 
  hang in the balance.
  naMes
  Abigail, Amelia, Audrey, Charlotte, Emily, Olivia, 
  Sadie, Scarlett, Sophia
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Helper
  □ (7 XP) Rally
  □ (9 XP) Situational Awareness
  □ (2 XP) fire combat +2
  □ (3 XP) reality +3
  □ (4 XP) persuasion +4
  THE ROYAL MOUNTIE
  
  ATTRIBUTES & SKILLS
  DEFENSES
  Dodge
  Melee Defense
  Unarmed Defense
  Dexterity
  Mind
  Spirit
  Strength
  Charisma
  +2
  +4
  -2
   -4
  Vulnerable
  Stymied
  -1
  -2
  -3
  KO
  Wound Tracker
  SHOCK
  WOUNDS
  Combat Skills
  Attribute
  Skill Adds
  Value
  Energy Weapons
  Dex
  9
  Fire Combat
  Dex
  +1
  10
  Melee Weapons
  Dex
  +1
  10
  Missile Weapons
  Dex
  +1
  10
  Unarmed Combat
  Dex
  +2
  11
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  +1
  9
  Maneuver
  Dex
  9
  Taunt
  Cha
  +1
  8
  Trick
  Mind
  7
  Other
  Attribute
  Skill Adds
  Value
  Dodge
  Dex
  +1
  10
  Find
  Mind
  +1
  8
  Lockpicking
  Dex
  +1
  10
  Persuasion
  Cha
  +1
  8
  Reality
  Spirit
  +2
  10
  Stealth
  Dex
  +1
  10
  Streetwise
  Cha
  +1
  8
  Survival
  Mind
  +1
  8
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  .45 Colt Automatic (fire combat)
  20
  14
  7
  10 / 25 / 40
  —
  Petrol Bombs x4 (missile weapons)
  18
  14
  1
  10 / 20 / 30
  Medium Blast, Fire
  Unarmed (unarmed combat)
  —
  Str +2 (11)
  —
  —
  —
  EQUIPMENT
  Item
  Axiom
  Notes
  Extra Magazines
  22
  Five Colt magazines
  Flares
  21
  Provide light, may start fires
  Mobile Phone
  23
  Phone and applications
  Spray Paint Can
  22
  For tricks and tagging.
  Sunglasses
  20
  Stylish.
  ARMOR
  Armor
  Axiom
  Adds
  Notes
  Leather Vest
  19
  +1
  Torso, Max Dex 12
  Bonus Chart
  Die 
  Roll
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  25
  26
  30
  31
  35
  36
  40
  41
  45
  46
  50
  +5
  Bonus
  –10
  –8
  –6
  –4
  –2
  –1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  +1
  PERKS
  Perk
  Effect
  Brawler
  Unarmed Damage +2 (included)
  Spinter
  Dexterity tests for Chases are Favored
  7
  9
  7
  8
  9
  10
  10
  11
  3
  8
  9
  23
  10
  23
  Human
  Core Earth
  The Gang Soldier
  Alpha
  10
  1
  9
  36
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  Overview
  You grew up in Brooklyn. Before the invasion a lot of 
  people called you "no good." Back then, maybe you 
  even agreed with them. You learned how to survive in 
  the harsh reality of the urban jungle, and then one day 
  it became a literal jungle.
  After that, your gang clung to hidden refuges, little 
  pockets of the old world that somehow remained 
  intact in a changed city. The rest of your crew were 
  picked off one by one, until only you remained. When 
  a team of Storm Knights from the Delphi Council came 
  through you joined up, looking for an opportunity to 
  take the fight back to the enemy. 
  TacTics
  You have a very broad selection of trained skills, look 
  for Action cards or use Possibilities to suppliment 
  important actions. Taunt and intimidation are usually 
  your best bets for interactions. You have great speed,  
  run to get into an advantageous position.
  Save your petrol bombs for times when three targets 
  are close together, or more if they're bunched up in a 
  tight space. Use find in urban environments to grab 
  the components (alcohol bottles and rags) to make 
  replacement bombs. 
  MOMenT Of crisis
  You had to relearn how to survive on the streets of a 
  hauntingly changed New York while avoiding edeinos 
  patrols. Worst of all were the gospog—strange plant-
  zombie creatures that stink of death that had no mercy. 
  You were used to covering the rest of your gang, but 
  when the gospog went after some other survivors and 
  you stepped in, that's when you became something 
  more.
  QuOTe
  “Fact is, we’re in a turf war for the entire world.“
  DescripTiOn
  You’re bitter, grumpy, and rude—but you’ve got a 
  strong, caring heart. You’re kind and generous to 
  people who’ve had a bad break in life, but you’ve no 
  patience for authorities or suits. You may not have 
  much respect for law and order, but you know for 
  sure you’re putting it all on the line for humanity. 
  Your gang may be gone, but you still wear the colors 
  out of respect.
  agenDa
  You're in this to take Earth back one street at a time. 
  Unlike some of your teammates, you know that war 
  can get messy. In the end you either win or you die, 
  and you'd rather win.
  naMes
  Animal, Bronx, Burnout, Buster, Dasher, Easy, 
  Firebug, Maniac, Shades, Trigger.
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Endurance
  □ (7 XP) Hard to Kill
  □ (9 XP) Vengeful
  □ (2 XP) streetwise +2
  □ (2 XP) dodge +2
  □ (2 XP) taunt +2
  □ (3 XP) unarmed combat +3
  THE GANG SOLDIER
  
  ATTRIBUTES & SKILLS
  DEFENSES
  Dodge
  Melee Defense
  Unarmed Defense
  Dexterity
  Mind
  Spirit
  Strength
  Charisma
  +2
  +4
  -2
   -4
  Vulnerable
  Stymied
  -1
  -2
  -3
  KO
  Wound Tracker
  SHOCK
  WOUNDS
  Combat Skills
  Attribute
  Skill Adds
  Value
  Energy Weapons
  Dex
  8
  Fire Combat
  Dex
  8
  Melee Weapons
  Dex
  +3
  11
  Missile Weapons
  Dex
  +1
  9
  Unarmed Combat
  Dex
  +2
  10
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  +3
  11
  Maneuver
  Dex
  +1
  9
  Taunt
  Cha
  6
  Trick
  Mind
  5
  Other
  Attribute
  Skill Adds
  Value
  Dodge
  Dex
  +1
  9
  Faith
  Spirit
  +1
  9
  Find
  Mind
  +1
  6
  Reality
  Spirit
  +1
  9
  Stealth
  Dex
  +1
  9
  Survival
  Mind
  +1
  6
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  Bite/Claws (unarmed combat)
  —
  Str +2 (13)
  —
  —
  —
  Hrockt Shoot Spear x2 (melee weapons)
  3
  Str +2 (15)
  1
  10 / 20 / 40
  Throw with missile weapons
  EQUIPMENT
  Item
  Axiom
  Notes
  Totem
  5
  Bone carving of Lanala
  Redjaw Tribal Marks
  4
  +2 persuasion with Redjaws
  Steracalla Bulbs x5
  2
  Food, +2 to Healing tests for 1 day
  ARMOR
  Armor
  Axiom
  Adds
  Notes
  Hrockt Root Armor
  3
  +2
  Torso, Max Dex 10
  Bonus Chart
  Die 
  Roll
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  25
  26
  30
  31
  35
  36
  40
  41
  45
  46
  50
  +5
  Bonus
  –10
  –8
  –6
  –4
  –2
  –1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  +1
  PERKS
  Perk
  Effect
  Brute
  Use Strength on Defeat tests
  Outsider (Racial)
  –4 persuasion unless edeinos or jakatts
  Relentless
  3 Shock for BD on All Out Attack
  6
  8
  5
  8
  13
  9
  10
  10
  3
  11
  1
  7
  24
  6
  Edeinos
  Living Land
  The Edeinos Brute
  Alpha
  15
  2
  8
  24
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  agenDa
  You want revenge against Baruk Kaah, his treacherous 
  Gotaks, and all his High Lord allies. Your allies speak 
  of ideals and high goals, but those words don't sing 
  with the same passion as revenge.  
  naMes
  Hoshosh, Jaw Breaker, Keerma, Kritenta, Scrunn, 
  Serpent Grip, Twuhth, Vawhax.
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Vengeful
  □ (7 XP) Whirlwind
  □ (9 XP) Hardy
  □ (4 XP) melee weapons +4
  □ (5 XP) melee weapons +5
  Overview
  Life was simple when you were young. Your tribe 
  survived in the deep forests of Takta Ker. Then came 
  the invasion of Core Earth. The High Lord’s priests 
  came looking for warriors to send against the humans 
  defending their homeland. You were, after all, part of 
  the Redjaw clan.
  Your tribe resisted and was obliterated. You were 
  one of the few survivors. You volunteered to cross 
  the maelstrom bridge and fight for Baruk Kaah, but 
  deserted at the first opportunity.
  TacTics
  Your tactics are pretty simple: get up close to a foe and 
  hit him really hard. You are exceedingly good at that. 
  Use All-Out Attack often, unless you're certain to get 
  an Outstanding hit without it. Save your Relentless 
  strikes for tougher targets.
  You're a fearsome opponent, so it's no surprise 
  intimidation is your best interaction attack. Look 
  for Second Wind and Rally cards—Shock doesn't 
  just let you last longer in a fight, it gives you more 
  fuel for your offense too!
  MOMenT Of crisis
  Your escape wasn't easy. Edeinos speak warily of 
  those touched by the storm—both the powerful 
  warriors of their own people and the gifted foes 
  they face. Perhaps the storm entered your heart 
  when you broke away from the others and ran. Or 
  perhaps that moment came when you fought and 
  defeated the veteran tracker who had been dispatched 
  to hunt you down.
  QuOTe
  “High Lord, bad. Is that what you wish to hear, little 
  human?“
  DescripTiOn
  You are curious, honorable, and never back down 
  from a challenge. You are large even for your species, 
  and your red markings have made for multiple 
  tense situations with potential allies. You try to 
  keep things simple and straightforward. The 
  humans you work with have become friends, 
  and perhaps someday they will become your 
  new clan. Once you get to know people, they come 
  to respect you for your steady heart as well as your 
  frightening exterior.
  THE EDEINOS BRUTE
  
  ATTRIBUTES & SKILLS
  DEFENSES
  Dodge
  Melee Defense
  Unarmed Defense
  Dexterity
  Mind
  Spirit
  Strength
  Charisma
  +2
  +4
  -2
   -4
  Vulnerable
  Stymied
  -1
  -2
  -3
  KO
  Wound Tracker
  SHOCK
  WOUNDS
  Combat Skills
  Attribute
  Skill Adds
  Value
  Energy Weapons
  Dex
  9
  Fire Combat
  Dex
  9
  Melee Weapons
  Dex
  +3
  12
  Missile Weapons
  Dex
  9
  Unarmed Combat
  Dex
  +1
  10
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  +2
  8
  Maneuver
  Dex
  +1
  11
  Taunt
  Cha
  6
  Trick
  Mind
  +1
  6
  Other
  Attribute
  Skill Adds
  Value
  Beast Riding
  Dex
  +1
  10
  Dodge
  Dex
  +1
  10
  Find
  Mind
  +1
  6
  Reality
  Spirit
  +1
  8
  Stealth
  Dex
  +1
  10
  Survival
  Mind
  +2
  7
  Tracking
  Mind
  +1
  6
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  Bone Knife (melee weapons)
  5
  Str +1 (11)
  —
  —
  Breaks on a Mishap
  2-Handed Stone Club (melee weapons)
  5
  Str +3 (15)
  —
  —
  Hit makes foe Stymied, Unweildy
  Unarmed (unarmed combat)
  —
  Str +0 (10)
  —
  —
  —
  EQUIPMENT
  Item
  Axiom
  Notes
  Horse
  3
  Move 11, Fast, Toughness 13, 1 Wound
  Steracalla Bulbs x2
  2
  Food, +2 to Healing tests for 1 day
  Torch
  2
  Provides light
  ARMOR
  Armor
  Axiom
  Adds
  Notes
  Bone and Hide
  3
  +1
  Torso, Max Dex 12
  Bonus Chart
  Die 
  Roll
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  25
  26
  30
  31
  35
  36
  40
  41
  45
  46
  50
  +5
  Bonus
  –10
  –8
  –6
  –4
  –2
  –1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  +1
  PERKS
  Perk
  Effect
  Smasher
  Ignore the Unweildy property
  Whirlwind
  Ignore first 2 Multi-Target penalties on 
  melee weapons
  6
  9
  5
  8
  12
  10
  12
  10
  3
  8
  1
  7
  24
  6
  Human
  Living Land
  The Primitive Warrior
  Alpha
  13
  1
  9
  27
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  Overview
  You always felt like you were born into the wrong 
  time. Your temper was a little too short for the modern 
  world, and your strength and stature just meant seats 
  were uncomfortable and you could only find low 
  paying jobs.
  When 
  the 
  Living 
  Land 
  invaded 
  and 
  your 
  transformation occurred, you felt more free and alive 
  than you had in your entire life. This was natural, and 
  this was right—for you. You embraced the new reality 
  and thrived in it as few others could.
  TacTics
  You're a terror in close combat, especially if you can 
  find a group of foes to assault with Whirlwind. You 
  hit hard enough to Stymie foes you don't just drop, 
  and Smasher lets you use huge, unbalanced melee 
  weapons without becoming Vulnerable on a miss.
  Riding your horse in combat is risky option. Its 
  Movement on a map is 11 meters each round, or 44 if 
  it runs! You still take the –2 penalty for running while 
  atop your mount. If it's killed it may be some time 
  before you can find a replacement, so it's usually best 
  to keep your horse in reserve for overland travel and 
  emergencies.
  MOMenT Of crisis
  As you prospered in the Living Land, others began 
  to falter and fade—too weak to fight back against 
  the dinosaurs and edeinos who now ruled the land. 
  Perhaps your moment came when you struck down a 
  large creature threatening a family with your massive 
  club, or maybe it came when you saved a fleeing 
  horse from a marauding band of edeinos.  The 
  horse stayed with you out of friendship, and 
  you realized the strength within you had a 
  purpose larger than your own survival. 
  QuOTe
  “This was what I was always meant to be. Stand back 
  while I get to work!”
  DescripTiOn
  You are an intense person, looking to live your life 
  to the fullest. You are bold—some say overconfident 
  and headstrong. You were hairy and muscular before 
  your transformation, and the Living Land seems to 
  have accentuated those features. You respect strength 
  because you know its value, and are most comfortable 
  among others who have proven they have what it 
  takes to survive.
  agenDa
  Although you feel more at home in the Living 
  Land than you ever did in Core Earth, you still feel 
  tremendous loyalty and duty to friends and family 
  who wouldn't be suited for suvival in this strange new 
  world. You fight to save them. 
  naMes
  Butch, Harry, Gabe, Griff, Larry, Mal, Oz, Rod, Sherp, 
  Tor, Val
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Vengeful
  □ (7 XP) Relentless
  □ (9 XP) Hardy
  □ (2 XP) dodge +2
  □ (3 XP) intimdidation +3
  □ (4 XP) melee weapons +4
  THE PRIMITIVE WARRIOR
  
  ATTRIBUTES & SKILLS
  DEFENSES
  Dodge
  Melee Defense
  Unarmed Defense
  Dexterity
  Mind
  Spirit
  Strength
  Charisma
  +2
  +4
  -2
   -4
  Vulnerable
  Stymied
  -1
  -2
  -3
  KO
  Wound Tracker
  SHOCK
  WOUNDS
  Combat Skills
  Attribute
  Skill Adds
  Value
  Energy Weapons
  Dex
  9
  Fire Combat
  Dex
  9
  Melee Weapons
  Dex
  9
  Missile Weapons
  Dex
  +1
  10
  Unarmed Combat
  Dex
  +3
  12
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  8
  Maneuver
  Dex
  +1
  10
  Taunt
  Cha
  5
  Trick
  Mind
  +2
  10
  Other
  Attribute
  Skill Adds
  Value
  Beast Riding
  Dex
  +1
  10
  Dodge
  Dex
  +2
  11
  Find
  Mind
  +1
  9
  Reality
  Spirit
  +1
  9
  Stealth
  Dex
  +1
  10
  Survival
  Mind
  +1
  9
  Tracking
  Mind
  +1
  9
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  Bite/Claws (unarmed combat)
  —
  Str +4 (14)
  —
  —
  —
  Kesta Hive x4 (missile weapons)
  1
  13
  1
  5 / 10 / 15
  Small Blast, Lowest Armor
  EQUIPMENT
  Item
  Axiom
  Notes
  Body Paint
  2
  Black, no tribal markings
  Primitive Survival Kit
  6
  Firestarter, torch, 20 meter vine rope
  Steracalla Bulbs x2
  2
  Food, +2 to Healing tests for 1 day
  ARMOR
  Armor
  Axiom
  Adds
  Notes
  None
  —
  —
  —
  Bonus Chart
  Die 
  Roll
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  25
  26
  30
  31
  35
  36
  40
  41
  45
  46
  50
  +5
  Bonus
  –10
  –8
  –6
  –4
  –2
  –1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  +1
  PERKS
  Perk
  Effect
  Brawler
  +2 damage unarmed
  Bone Marked
  +1 Toughness, +2 Armor (included)
  Outsider (Racial)
  –4 persuasion against any target
  5
  9
  8
  8
  10
  11
  9
  12
  3
  8
  1
  7
  24
  6
  Edeinos
  Living Land
  The Edeinos Outsider
  Alpha
  13
  2
  9
  27
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  Overview
  Because you were born an albino, the elders of your 
  village declared you were one of the “Chosen of 
  Bones,” selected by the Goddess to face far deadlier 
  challenges to your survival than other edeinos. You 
  were cast out of your tribe and learned on your own 
  the ways of a hunter and warrior. You watched over 
  your tribe from afar, protecting your people from 
  threats they never even knew existed.
  When the tribe marched on Core Earth you followed, 
  and what you saw sickened you. Your own people 
  have lost their way and must be stopped. 
  TacTics
  Words and diplomacy are your weakness. Let others 
  do the talking, and consider an Active Defense if 
  faced with a foe who uses taunt interactions. You are 
  cunning, however, so use maneuver and trick when 
  those interactions are approved.
  The only thing you really need in combat is your bare 
  claws, and they're as effective as any melee weapon. If 
  you really need to engage at a distance, or if multiple 
  foes are trapped in a small space hurl a Kesta hive. 
  Afterwards you can use survival to try to find a 
  replacement hive if you're in the Living Land.
  MOMenT Of crisis
  Lanala had prepared a path for you. You were not 
  made to sway hearts, but to rend with tooth and claw. 
  When you made your decision to fight Baruk Kaah, 
  those were the tools you would use. When you turned 
  against those you once protected you felt the change, 
  another gift from the Goddess to reassure you that 
  you had chosen the correct path.
   QuOTe
  “You hate me. You fear me. I show you why.”
  DescripTiOn
  You look creepy to both humans and edeinos. Your 
  white scales evoke the bones of the dead, and you 
  accentuate that with black warpaint. You are hesitant 
  and shy when dealing with others, but you place great 
  value on the few friendships you have made.
  agenDa
  You are just trying to be true to the difficult path 
  Lanala chose for you. You try to embrace her 
  gifts: the sharp claws you were born with, 
  the hardiness you earned with your time 
  alone, and now the friends and allies who 
  have come to fight alongside you.
  naMes
  Ashat, Gisk, Kesta, Stranger, Targ, Thriss, Unlooked 
  Upon, Uszu.
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Deathclaw
  □ (7 XP) Hardy
  □ (9 XP) Razor Scales
  □ (2 XP) reality +2
  □ (3 XP) trick +3
  □ (4 XP) unarmed combat +4
  THE EDEINOS OUTSIDER
  
  ATTRIBUTES & SKILLS
  DEFENSES
  Dodge
  Melee Defense
  Unarmed Defense
  Dexterity
  Mind
  Spirit
  Strength
  Charisma
  +2
  +4
  -2
   -4
  Vulnerable
  Stymied
  -1
  -2
  -3
  KO
  Wound Tracker
  SHOCK
  WOUNDS
  Combat Skills
  Attribute
  Skill Adds
  Value
  Energy Weapons
  Dex
  8
  Fire Combat
  Dex
  +2
  10
  Melee Weapons
  Dex
  +1
  9
  Missile Weapons
  Dex
  8
  Unarmed Combat
  Dex
  +1
  9
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  +1
  9
  Maneuver
  Dex
  8
  Taunt
  Cha
  +1
  9
  Trick
  Mind
  7
  Other
  Attribute
  Skill Adds
  Value
  Dodge
  Dex
  +1
  10
  Survival
  Mind
  +1
  Find
  Mind
  +1
  13
  Faith
  Spirit
  +1
  13
  Stealth
  Dex
  +1
  Persuasion
  Cha
  +3
  Reality
  Spirit
  +1
  9
  Science
  Mind
  +1
  15
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  M4 Assault Rifle (fire combat)
  23
  13
  30
  50 / 100 / 200
  Short Burst
  Frag Grenades x4 (missile weapons)
  20
  16
  1
  10 / 20 / 30
  Medium Blast
  Bite/Claws (unarmed combat)
  —
  Str +2 (11)
  —
  —
  —
  EQUIPMENT
  Item
  Axiom
  Notes
  Extra Magazines
  22
  Five extra M4 magazines
  Flashlight
  20
  Provides light
  ARMOR
  Armor
  Axiom
  Adds
  Notes
  Stab Vest
  23
  +3
  Torso, Max Dex 10
  Bonus Chart
  Die 
  Roll
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  25
  26
  30
  31
  35
  36
  40
  41
  45
  46
  50
  +5
  Bonus
  –10
  –8
  –6
  –4
  –2
  –1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  +1
  PERKS
  Perk
  Effect
  Farwalker
  Eliminate edeinos Oustider status, 
  persuasion tests are Favored
  Realm Runner
  Ignore first disconnect each act, +4 to 
  Reconnect
  8
  8
  7
  8
  9
  9
  9
  9
  3
  8
  9
  23
  10
  23
  Edeinos
  Core Earth
  The Edeinos Wanderer
  Alpha
  12
  3
  8
  24
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  Overview
  Life was simple back in Takta Ker. You were an edeinos 
  like any other, loyal to your tribe and your clan. But as 
  you spent time in Core Earth the ambition and cruelty 
  of Baruk Kaah and his allies became clear to you.
  You spent your spare time studying the dead things 
  around you, and the strange ways of the humans. The 
  more you learned, the more your fascination increased 
  and the worse you felt about the invasion. You finally 
  broke away during a raid deep into human territory, 
  and committed yourself to joining their cause against 
  the High Lords.
  TacTics
  You definitely prefer to talk first, shoot later. But if it 
  comes to that—surprise—you have serious firepower. 
  Use Short Bursts to get a +2 bonus to hit without 
  wasting too much ammunition. Taunt can set up foes 
  for a fall or gain you cards if it's an Approved Action. 
  If an opponent gets too close to fire at then you can 
  just use your claws instead.
  Use persuasion on the Delphi Council to request 
  replacement grenades or additional firepower.
  MOMenT Of crisis
  Your breaking point may have come when a warlord 
  ordered you to commit an unspeakable act such as the 
  killing of young. Or it may have been a more subtle 
  act of rebellion such as keeping forbidden writing 
  secreted away. Once it happened, the energy of 
  Core Earth flooded into you and you knew you 
  had become what all edeinos are taught to 
  hate and fear: one touched by the Storm.
  QuOTe
  “There are so many new concepts to experience. Let 
  me share what I've learned about grenades.”
  DescripTiOn
  You are curious, bold, and gregarious. You wear 
  armor from Earth not just for the added protection but 
  to send a clear signal that you aren't like most edeinos.  
  Humans respond very positively to your open manner 
  and your adoption of so many of their ways.  
  agenDa
  You are interested in discovering more about Core 
  Earth and the other cosms. You know the Possibility 
  Wars must be stopped somehow, but for now you're 
  enjoying the opportunities and travel that the war 
  provides.
  naMes
  Broxo, Chuuk, Dragan, Grosh, Joh, Kass, Kruxash, 
  Rhex, Thazz
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Helper
  □ (7 XP) Tenacious
  □ (9 XP) Bolster
  □ (2 XP) reality +2
  □ (3 XP) fire combat +3
  □ (4 XP) persuasion +4
  THE EDEINOS WANDERER
  
  ATTRIBUTES & SKILLS
  DEFENSES
  Dodge
  Melee Defense
  Unarmed Defense
  Dexterity
  Mind
  Spirit
  Strength
  Charisma
  +2
  +4
  -2
   -4
  Vulnerable
  Stymied
  -1
  -2
  -3
  KO
  Wound Tracker
  SHOCK
  WOUNDS
  Combat Skills
  Attribute
  Skill Adds
  Value
  Energy Weapons
  Dex
  8
  Fire Combat
  Dex
  +1
  9
  Melee Weapons
  Dex
  8
  Missile Weapons
  Dex
  8
  Unarmed Combat
  Dex
  8
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  8
  Maneuver
  Dex
  8
  Taunt
  Cha
  8
  Trick
  Mind
  +2
  12
  Other
  Attribute
  Skill Adds
  Value
  Dodge
  Dex
  +2
  10
  Evidence Analysis
  Mind
  +1
  11
  Find
  Mind
  +3
  13
  Persuasion
  Cha
  +1
  9
  Reality
  Spirit
  +2
  10
  Scholar
  Mind
  +1
  11
  Stealth
  Dex
  +1
  9
  Streetwise
  Cha
  +1
  9
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  Glock 9mm (fire combat)
  22
  13
  15
  10/25/40
  —
  Unarmed (unarmed combat)
  —
  —
  —
  —
  EQUIPMENT
  Item
  Axiom
  Notes
  Backpack
  8
  For carrying supplies
  Mobile Phone
  23
  Phone and applications
  Multitool
  22
  Screwdriver, pliers, and clippers
  Video Camera
  23
  High resolution
  ARMOR
  Armor
  Axiom
  Adds
  Notes
  Stab Vest
  23
  +3
  Torso, Max Dex 10
  Bonus Chart
  Die 
  Roll
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  25
  26
  30
  31
  35
  36
  40
  41
  45
  46
  50
  +5
  Bonus
  –10
  –8
  –6
  –4
  –2
  –1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  +1
  PERKS
  Perk
  Effect
  Prodigy
  Start with +1 Possibility
  Tenacious
  Testing to Soak is Favored
  8
  8
  10
  8
  6
  10
  8
  8
  3
  8
  9
  23
  10
  23
  Human
  Core Earth
  The Embedded Journalist
  Alpha
  9
  3
  8
  24
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  agenDa
  You're here to get the story, and spread it to as 
  many people as you can. You understand that hope 
  and knowledge are Core Earth's two most powerful 
  weapons in the Possibility Wars.
  naMes
  Ann, Barbara, Chloe, Diane, Ida, Lisa, Margaret,  
  Megan, Nellie, Veronica
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Storyteller
  □ (7 XP) Situational Awareness
  □ (9 XP) Helper
  □ (2 XP) persuasion +2
  □ (3 XP) trick +3
  □ (4 XP) find +4
  Overview
  You've been to some of the most dangerous places in 
  the world in pursuit of the truth. You've learned alot 
  from all the military, police, and criminals that you 
  were placed with. When the High Lords came, at first 
  you thought this was just another war to cover from 
  the front lines. When you saw the truth first hand 
  you realized the stakes, and knew that you had an 
  important role to play. 
  You aren't a neutral observer—you're a participant 
  in this story. The High Lords don't follow any rules 
  or conventions, so you're under no obligation to 
  remain separate from the action. What you're doing 
  is closer to propaganda than reporting, but you keep 
  things honest and keep focused on the fact that you're 
  fighting for the reality of billions.
  TacTics
  Most of your influence is felt outside of battle, either 
  in negotiating with people or following clues. Once 
  things get tense, use trick to make foes Vulnerable to 
  your teammates' attacks—or your own 9mm. Stay on 
  the move. It's worth becoming Vulnerable to escape 
  from melee unless you're certain a shot from your 
  pistol will take the foe down. Your best defense is 
  Soaking damage, so look for Hero and Drama cards 
  to use as extra Possibilities—or to boost a single roll 
  to  60+ for Glory!
  MOMenT Of crisis
  Your crisis came when you were with a group of 
  soldiers facing the perils of the Living Land. It may 
  have een when you set down your camera to pull a 
  wounded civilian out of the fray, or it could have been 
  when you picked up a weapon without thinking to 
  defend a fallen comrade. Either way, once you became 
  a part of the story you felt the rush of Possibility 
  Energy and knew you could do more.
  QuOTe
  “This isn't my first trip into a jungle filled with people 
  who want to kill me.”
  DescripTiOn
  Even in combat you manage to look together and 
  camera-ready. Your steady, professional demeanor 
  helps keeps everyone calm and focused. Occasionally 
  you let glimpses of your dry wit and wicked sense 
  of humor peek through. You have an insatiable 
  curiousity, especially about other cosms and their 
  inhabitants.
  THE EMBEDDED JOURNALIST
  
  ATTRIBUTES & SKILLS
  DEFENSES
  Dodge
  Melee Defense
  Unarmed Defense
  Dexterity
  Mind
  Spirit
  Strength
  Charisma
  +2
  +4
  -2
   -4
  Vulnerable
  Stymied
  -1
  -2
  -3
  KO
  Wound Tracker
  SHOCK
  WOUNDS
  Combat Skills
  Attribute
  Skill Adds
  Value
  Energy Weapons
  Dex
  12
  Fire Combat
  Dex
  +3
  15
  Melee Weapons
  Dex
  12
  Missile Weapons
  Dex
  12
  Unarmed Combat
  Dex
  +1
  13
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  8
  Maneuver
  Dex
  +2
  14
  Taunt
  Cha
  6
  Trick
  Mind
  8
  Other
  Attribute
  Skill Adds
  Value
  Dodge
  Dex
  +3
  15
  Find
  Mind
  +1
  9
  Land Vehicles
  Dex
  +1
  13
  Reality
  Spirit
  +2
  10
  Stealth
  Dex
  +1
  13
  Streetwise
  Cha
  +1
  7
  Water Vehicles
  Dex
  +1
  13
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  Two Glock 9mm (fire combat)
  22
  13
  15
  10 / 25 / 40
  AP 2, ignore –1 penalty
  Barrett M82 Sniper Rifle (fire combat)
  23
  16
  10
  100 / 500 /1000
  AP 4, –6 to fire while moving
  Unarmed (unarmed combat)
  —
  Str +0 (7)
  —
  —
  —
  EQUIPMENT
  Item
  Axiom
  Notes
  AP Rounds
  20
  All Glock shots gain AP2
  Emergency Cash
  20
  $5000
  Extra Magazines
  19
  Five extra magazines for each weapon
  Hands-free Comms
  23
  Allows
  Laser Sights (Glocks)
  23
  Ignore –1 penalty on fire combat
  Night-vision Goggles
  22
  Ignore –4 of Darkness penalties
  Mobile Phone
  23
  Phone and applications
  Rope
  8
  20 meters
  Silencers
  23
  One for each Glock
  ARMOR
  Armor
  Axiom
  Adds
  Notes
  Leather Jacket
  19
  +1
  Torso, Max Dex 12
  Bonus Chart
  Die 
  Roll
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  25
  26
  30
  31
  35
  36
  40
  41
  45
  46
  50
  +5
  Bonus
  –10
  –8
  –6
  –4
  –2
  –1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  +1
  PERKS
  Perk
  Effect
  Double Tap
  Spend an extra bullet for +1 to hit
  Wealthy
  Start with $10,000 equipment (included), 
  tests to procure items are Favored
  6
  12
  8
  8
  6
  15
  12
  13
  3
  8
  9
  23
  10
  23
  Human
  Core Earth
  The Cartel Assassin
  Alpha
  7
  1
  12
  36
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  Overview
  Before the Possibility Wars you had a particularly 
  nasty job. You worked for the cartels, silencing those 
  who opposed them...permanently. Every hit took 
  another piece of your soul, but that was just how the 
  world worked. You were smart with your money and 
  retired young, and left the life and your weapons 
  behind.
  When the maelstrom bridges landed your worldview 
  turned on its head. You saw that reality wasn't fixed, 
  and the strong-willed could make it worse—or better. 
  Relectantly you took up arms again, this time for your 
  very world.
  TacTics
  Your dodge is amazing, so keep your distance at all 
  costs so enemies have to target that instead of your 
  slightly lower unarmed combat defense. Maneuver is 
  your strongest interaction, but it's best to wait until its 
  an Approved Action to use it. 
  At closer range switch to your two pistols. You can fire 
  both which lets you Short Burst for a +2 bonus to hit—
  or throw in Double Tap to fire 4 bullets from each gun 
  for a total +3 to hit. Your skill is very high, so it's less 
  about hitting than it is about getting the Outstanding 
  result to maximize your damage.
  MOMenT Of crisis
  The moment you drew your gun and went to work 
  against the High Lords you felt as if you had been 
  struck by lightning. The sound of your shot was 
  simply the accompanying thunder. 
  QuOTe
  “I used to think humans were no good. Now I know 
  there are much worse beings out there, and they must 
  be stopped.”
  DescripTiOn
  You work with grim effeciency when you're on the 
  job. You can be hard on your teammates, especially the 
  inexperienced or naive ones, but your brand of tough 
  love may save their life someday. You always dress for 
  the occasion, whether it's tactical or social. You'd wear 
  armor but you're not sloppy enough to get hit.
  agenDa
  You want to find peace, both for yourself and for the 
  cosms. You know all too well that such peace doesn't 
  come without sacrifice and difficult work. Violence is 
  never your first choice, but when it becomes the only 
  choice you're always up to the task.
  naMes
  Armando, Carlos, Dimas, Guillermo, Hernan, Iago, 
  Jesus, Leon, Sicario
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Sniper
  □ (7 XP) Hard to Kill
  □ (4 XP) dodge +4
  □ (4 XP) fire combat +4
  □ (5 XP) dodge +5
  □ (5 XP) fire combat +5
  THE CARTEL ASSASSIN
  
  ATTRIBUTES & SKILLS
  DEFENSES
  Dodge
  Melee Defense
  Unarmed Defense
  Dexterity
  Mind
  Spirit
  Strength
  Charisma
  +2
  +4
  -2
   -4
  Vulnerable
  Stymied
  -1
  -2
  -3
  KO
  Wound Tracker
  SHOCK
  WOUNDS
  Combat Skills
  Attribute
  Skill Adds
  Value
  Energy Weapons
  Dex
  10
  Fire Combat
  Dex
  10
  Melee Weapons
  Dex
  +1
  11
  Missile Weapons
  Dex
  +2
  12
  Unarmed Combat
  Dex
  10
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  8
  Maneuver
  Dex
  +1
  11
  Taunt
  Cha
  6
  Trick
  Mind
  +1
  8
  Other
  Attribute
  Skill Adds
  Value
  Beast Riding
  Dex
  +1
  11
  Dodge
  Dex
  +2
  12
  Faith
  Spirit
  +1
  9
  Find
  Mind
  +1
  8
  Reality
  Spirit
  +1
  9
  Stealth
  Dex
  +3
  13
  Survival
  Mind
  +1
  8
  Tracking
  Mind
  +1
  8
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  Bite/Claws (unarmed combat)
  —
  Str +2 (11)
  —
  —
  —
  Hrockt Shoot Spear x2 (melee weapons)
  3
  Str +2 (11)
  1
  10 / 20 / 40
  Throw with missile weapons
  Sinew Bow (missile weapons)
  6
  11
  1
  10 / 30 / 60
  —
  EQUIPMENT
  Item
  Axiom
  Notes
  Redthorn Arrowheads
  6
  x10, makes arrows Painful (+1 Shock)
  Primitive Survival Kit
  6
  Firestarter, torch, 20 meter vine rope
  Quiver
  6
  20 arrows
  Xanit Algae
  2
  Armor and items don't hamper 
  Chameleon and Skin Shifter
  ARMOR
  Armor
  Axiom
  Adds
  Notes
  Bone and Hide
  3
  +1
  Torso, Max Dex 12
  Bonus Chart
  Die 
  Roll
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  25
  26
  30
  31
  35
  36
  40
  41
  45
  46
  50
  +5
  Bonus
  –10
  –8
  –6
  –4
  –2
  –1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  +1
  PERKS
  Perk
  Effect
  Chameleon Skin
  Stealth is Favored
  Skin Shifter
  Ranged attacks against are –2, –4 if in 
  dense brush. If motionless attempts to 
  find are –6
  Outsider (Racial)
  –4 persuasion unless edeinos or jakatts
  6
  10
  7
  8
  9
  12
  11
  10
  8
  3
  1
  7
  24
  6
  Edeinos
  Living Land
  The Banished Scout
  Alpha
  11
  2
  10
  30
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  Overview
  You step silently and walk in the Deep Mist. Lanala 
  gifted you with the shifting skin, which made you 
  one of the best scouts of your clan. These same gifts 
  allowed you to enter the forbidden places of the 
  Redjaw Gotaks and witness the unspeakable rituals 
  they were enacting.
  When you tried to tell the elders of your clan what 
  you'd seen they silenced and banished you. You aren't 
  certain whether they acted out of fear or out of hunger 
  for power. The only way to return to your people is 
  to expose the depth of Baruk Kaah and his Gotaks' 
  corruption. 
  TacTics
  Use maneuver and trick to reinforce your sneakiness and 
  special ruses you can set up with your color-changing 
  scales. Unlike most edeinos, you have a ranged option 
  with your bow. Save your special redthorn arrows for 
  hardier targets.
  With your stealth you may be able to set ambushes for 
  foes (they don't get to act first) or at least catch a foe 
  Flat-Footed: a +4 bonus on your attack! Try to keep an 
  Alertness card in your hand or Action Pool to reinforce 
  your scouting prowess.
  MOMenT Of crisis
  When you snuck into the forbidden places you 
  saw thousands upon thousands shambling of dead 
  things—abominations to Lanala and everything 
  she represents. By the time you left the fields were 
  engulfed in purifying flames and you were forever 
  changed.
  QuOTe
  “Your feet scream. Do you wrap them in dead 
  things to gag them?”
  DescripTiOn
  Your outline is the same as other edeinos, 
  including 
  the 
  brief 
  leather 
  bands 
  and 
  coverings you wear, but the color of your 
  scales slowly and constantly shifts to match 
  the environment around you. The algae 
  coating on your equipment takes 
  on the hues of your scales so the 
  effect isn't diminished. When 
  you speak, it's often in confusing 
  metaphor or about the spirits 
  within things.  You are shy with 
  friends but bold with enemies.
  agenDa
  You want to save the edeinos people. Unfortunately 
  that means defeating Baruk Kaah, his warlords, and 
  the other High Lords.
  naMes
  Bhozz, Gushk, Lightfoot, Mharn, Never-There, Rec, 
  Rhash,  Uscha
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Jungle Master
  □ (7 XP) Poison Tolerance
  □ (2 XP) find +2
  □ (2 XP) reality +2
  □ (3 XP) dodge +3
  □ (3 XP) missile weapons +3
  □ (4 XP) dodge +4
  □ (4 XP) stealth +4
  THE BANISHED SCOUT
  
  ATTRIBUTES & SKILLS
  DEFENSES
  Dodge
  Melee Defense
  Unarmed Defense
  Dexterity
  Mind
  Spirit
  Strength
  Charisma
  +2
  +4
  -2
   -4
  Vulnerable
  Stymied
  -1
  -2
  -3
  KO
  Wound Tracker
  SHOCK
  WOUNDS
  Combat Skills
  Attribute
  Skill Adds
  Value
  Energy Weapons
  Dex
  8
  Fire Combat
  Dex
  8
  Melee Weapons
  Dex
  8
  Missile Weapons
  Dex
  +2
  10
  Unarmed Combat
  Dex
  +3
  11
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  +1
  11
  Maneuver
  Dex
  +1
  9
  Taunt
  Cha
  +1
  9
  Trick
  Mind
  6
  Other
  Attribute
  Skill Adds
  Value
  Dodge
  Dex
  +2
  10
  Find
  Mind
  +1
  7
  Faith
  Spirit
  +1
  11
  Persuasion
  Cha
  +1
  9
  Reality
  Spirit
  +1
  11
  Stealth
  Dex
  +1
  9
  Survival
  Mind
  +1
  7
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  Rock Bolo x5 (missile weapons)
  3
  Str +1 (9)
  1
  10 / 20 / 30
  May be used to Grapple
  Unarmed (unarmed combat)
  —
  Str +3 (11)
  —
  —
  AP 2
  EQUIPMENT
  Item
  Axiom
  Notes
  Body Paint
  2
  Blue and green
  Primitive Survival Kit
  6
  Firestarter, torch, 20 meter vine rope
  Totem
  5
  Lanala
  Torches x2
  2
  Provide light, fire
  Turtle Shell Shield
  3
  +1 Defense
  ARMOR
  Armor
  Axiom
  Adds
  Notes
  Hrockt Root Armor
  3
  +2
  Torso, Max Dex 10
  Bonus Chart
  Die 
  Roll
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  25
  26
  30
  31
  35
  36
  40
  41
  45
  46
  50
  +5
  Bonus
  –10
  –8
  –6
  –4
  –2
  –1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  +1
  PERKS
  Perk
  Effect
  Chosen of Lanala
  May take Edeinos only Perks
  Deathclaws
  +3 unarmed damage, AP 2
  8
  8
  6
  10
  8
  10
  8
  11
  3
  10
  1
  7
  24
  6
  Human
  Living Land
  The Chosen Human
  Alpha
  10
  2
  8
  24
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  Overview
  When the Living Land came, you began hearing the 
  awed whispers of Lanala. You were drawn towards 
  the Goddess and began to worship her. Not through 
  spoken prayers, but by feeling. Then one day you 
  finally saw her, and looked at yourself so she could 
  see you. 
  She came towards you and reached out, and you 
  laid your own hand on your shoulder so she could 
  touch through you. When you lifted your hand it had 
  changed. You had claws like an edeinos. Your eyes 
  have changed color, and now scales grow on a few 
  parts of your body. Your journey with the Goddess 
  has just begun.
  TacTics
  Once up close and personal, the AP on your claws 
  makes them deadly weapons. You have a strong 
  variety of interaction attacks as well.
  An interesting option for your rock bolos is to use 
  them to Grapple rather than as straight damage. 
  The 7 damage on a Standard hit and 9 on a Good or 
  Outstanding is unlikely to do more than Shock, but 
  restraining a target, even for just a turn can be a major 
  tactical advantage.
  MOMenT Of crisis
  You had a choice: stay safe in your hiding place or 
  give it to a child and take your chances with the brutes 
  pursuing him. You didn't hesitate, and that was the 
  moment you truly started to live.
  QuOTe
  “I'm not just evolving, I'm finally living. Thank you, 
  Lanala!”
  DescripTiOn
  The Living Land has been good to you, body and 
  soul. You look fit and strong for a human, but there 
  are obvious signs that you're changing. Your eyes are 
  slitted and gold where they used to be brown, there 
  are scales on your neck and back, and your fingers 
  are long, strong, and end in vicious claws. You can 
  hide these changes with a little work, but you 
  usually don't bother. You are open, honest, 
  and passionate. Edeinos don't know quite 
  how to react to you—your miraculous 
  transformation hints that Lanala's 
  love may extend to more than 
  just their people.
  agenDa
  Your goal is to live life to its fullest, and help others 
  do the same. The amount of time isn't as important 
  as how much you experience while you're able. You 
  understand that the High Lords want to take that away 
  from everyone, and that's why they must be stopped.
  naMes
  Ash, Barb, Blossom, Kay, Lana, Moonseeker, New 
  Eyes, Reba, Sam
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Sata Eater
  □ (7 XP) Bluespine
  □ (9 XP) Whiptail
  □ (2 XP) faith +2
  □ (3 XP) dodge +3
  □ (3 XP) missile weapons +3
  □ (4 XP) unarmed combat +4
  THE CHOSEN HUMAN
  
  ATTRIBUTES & SKILLS
  DEFENSES
  Dodge
  Melee Defense
  Unarmed Defense
  Dexterity
  Mind
  Spirit
  Strength
  Charisma
  +2
  +4
  -2
   -4
  Vulnerable
  Stymied
  -1
  -2
  -3
  KO
  Wound Tracker
  SHOCK
  WOUNDS
  Combat Skills
  Attribute
  Skill Adds
  Value
  Energy Weapons
  Dex
  7
  Fire Combat
  Dex
  7
  Melee Weapons
  Dex
  +1
  8
  Missile Weapons
  Dex
  +1
  8
  Unarmed Combat
  Dex
  7
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  +1
  9
  Maneuver
  Dex
  7
  Taunt
  Cha
  +1
  9
  Trick
  Mind
  8
  Other
  Attribute
  Skill Adds
  Value
  Beast Riding
  Dex
  +3
  10
  Dodge
  Dex
  +2
  9
  Find
  Mind
  +1
  9
  Persuasion
  Cha
  +2
  10
  Reality
  Spirit
  +2
  10
  Stealth
  Dex
  +1
  8
  Survival
  Mind
  +1
  9
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  Claw Blade (melee weapons)
  6
  Str +3 (12)
   —
  —
  —
  Sinew Bow (missile weapons)
  6
  11
  1
  10 / 30 / 60
  —
  Unarmed (unarmed combat)
  —
  Str +0 (9)
  —
  —
  —
  EQUIPMENT
  Item
  Axiom
  Notes
  Horse
  3
  Move 11, Fast, Toughness 13, 1 Wound
  Torch
  2
  Provides light
  Saddle
  6
  Beast Riding is Favored
  ARMOR
  Armor
  Axiom
  Adds
  Notes
  Bone and Hide
  3
  +1
  Torso, Max Dex 12
  Bonus Chart
  Die 
  Roll
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  25
  26
  30
  31
  35
  36
  40
  41
  45
  46
  50
  +5
  Bonus
  –10
  –8
  –6
  –4
  –2
  –1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  +1
  PERKS
  Perk
  Effect
  Animal Companion
  Gain a Velociraptor companion
  Wealth
  Persuasion is Favored and choose one 
  option for extra funds:
  -Upgrade horse to an Anklyosaur (Move 
  7, Toughness 17 (3), 2 Wounds)
  -Have a second Velociraptor companion
  8
  7
  8
  8
  9
  9
  8
  7
  3
  8
  1
  7
  24
  6
  Human
  Living Land
  The Dinosaur Whisperer
  Alpha
  10
  1
  7
  21
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  Overview
  Before the land changed you owned an operated a 
  ranch. You had a particular knack for training horses 
  and managing cattle. After the maelstrom bridges 
  came the predators, and despite your best efforts your 
  ranch proved impossible to defend.
  You didn't hate the reptiles who hunted your herds, 
  and quickly began to understand their instincts. You 
  captured and corraled one of the smaller creatures 
  and began the arduous process of taming it. It worked, 
  and perhaps someday you'll be able to do the same 
  with larger dinosaurs.
  TacTics
  Whether you're riding a horse or an anklyosaur make 
  the most of it! Remember, if your beast runs you 
  suffer the –2 as well, but gain +2 damage on your own 
  attacks. Spend XPs to gain the Beast Riding perk as 
  soon as you can to get the most out of your ride.
   Team up with your Velociraptor. Have it act first and 
  set your target up with a trick or maneuver. If you took 
  the option to have two, let them Combine Actions 
  to gain a +1 bonus, or try different attacks against 
  different targets.
  MOMenT Of crisis
  Your moment of crisis came when an Allosaurus 
  attacked your horses and cattle. You stood against 
  the beast even after your rifle stopped working, and 
  somehow finished it with your knife. If you had just 
  been protecting your property this might not have 
  triggered anything in you at all, but in your heart you 
  were protecting Earth's creatures, not just your stock, 
  and that made all the difference.
  QuOTe
  “Give it up, or my pack will tear you apart.”
  DescripTiOn
  What you wear now is mostly taken from the 
  Allosaurus you fended off, and other trophies from 
  similar victories. Your weapon is actually one of its 
  claws, carefully mounted on a custom handle. Your 
  manner is soothing and pleasant, but your commands 
  have an underlying authority that's difficult to 
  disobey. The first thing most people notice, however, 
  is the beast you ride and your beloved “pet.” 
  agenDa
  You want to restore your land, and all the land 
  conquered by the High Lords. The dinosaurs, on 
  the other hand, can stay. They're just following their 
  instincts. With careful management they could be a 
  tremendous asset to Core Earth. 
  naMes
  Brand, Clever, Daisy, Ginger, Heather, June, Marsha, 
  Piper, Ruby
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Beast Riding
  □ (7 XP) Beast Affinity
  □ (9 XP) Chest Beating
  □ (2 XP) intimidation +2
  □ (2 XP) melee weapons +2
  □ (2 XP) taunt +2
  □ (3 XP) dodge +3
  THE DINOSAUR WHISPERER
  
  ATTRIBUTES & SKILLS
  DEFENSES
  Dodge
  Melee Defense
  Unarmed Defense
  Dexterity
  Mind
  Spirit
  Strength
  Charisma
  +2
  +4
  -2
   -4
  Vulnerable
  Stymied
  -1
  -2
  -3
  KO
  Wound Tracker
  SHOCK
  WOUNDS
  Combat Skills
  Attribute
  Skill Adds
  Value
  Energy Weapons
  Dex
  7
  Fire Combat
  Dex
  7
  Melee Weapons
  Dex
  +1
  8
  Missile Weapons
  Dex
  7
  Unarmed Combat
  Dex
  7
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  +1
  12
  Maneuver
  Dex
  7
  Taunt
  Cha
  +2
  12
  Trick
  Mind
  6
  Other
  Attribute
  Skill Adds
  Value
  Dodge
  Dex
  +2
  9
  Find
  Mind
  +1
  7
  Faith
  Spirit
  +3
  14
  Persuasion
  Cha
  +3
  13
  Stealth
  Dex
  +1
  8
  Reality
  Spirit
  +1
  12
  Streetwise
  Cha
  +1
  11
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  Bronze machete (melee weapons)
  6
  Str +2 (8)
  —
  —
  —
  Whither (faith)
  Sp 16
  12
  —
  5 meters
  Only vs Living, ignores Armor
  Unarmed (unarmed combat)
  —
  Str +0 (6)
  —
  —
  —
  EQUIPMENT
  Item
  Axiom
  Notes
  Body Paint
  2
  Red and black
  Nightroot Poison x3
  1
  Apply for one scene, if machete 
  damage greater than Toughness target 
  tests Defeat after 1 minute
  Primitive Survival Kit
  6
  Firestarter, torch, 20 meter vine rope
  Totem
  5
  Bloodstained woodcarving
  ARMOR
  Armor
  Axiom
  Adds
  Notes
  Bone and Hide
  3
  +1
  Torso, Max Dex 12
  Bonus Chart
  Die 
  Roll
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  25
  26
  30
  31
  35
  36
  40
  41
  45
  46
  50
  +5
  Bonus
  –10
  –8
  –6
  –4
  –2
  –1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  +1
  PERKS
  Perk
  Effect
  Miracles
  Gain (bloodlust, ward evil, whither)
  Primitive Allure
  Persuasion is Favored, Simple action to 
  pick a Social Axiom 6– target and use 
  Persuasion as any defense
  10
  7
  6
  11
  6
  9
  8
  7
  3
  11
  1
  7
  24
  6
  Human
  Living Land
  The Blood Witch
  Alpha
  7
  1
  7
  21
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  Overview
  You grew up with tales of Santa Muerte (“Saint Death”) 
  and other folklore, and most people thought your 
  aunt was a witch. You never thought much about such 
  things, but you often went to her with your troubles 
  and enjoyed her muddled stories of the “Old Ways” 
  passed down from the days of your Aztec ancestors.
  When the storms came and the world began to end 
  you ran to her. The invaders were believers, and their 
  goddess granted powerful miracles. But so did your 
  aunt's goddess, and she began showing you the ways 
  of true power.
  TacTics
  The wither miracle is your primary offense, and it's 
  devastating against living targets. Against gospog you 
  have to depend on ward evil and activating bloodlust 
  in allies or yourself. Save poisoning your machete for 
  emergencies since a Mishap might kill you. Your taunt 
  and intimidate interactions are brutal, especially taunt 
  because mny targets have a low defense against it. 
  Your main defense is Soaking, so save Possibilities 
  and Hero or Drama cards for that. Each turn you get 
  to designate one target for Primative Allure—your 
  defense dramatically increases against that one foe so 
  choose carefully!
  MOMenT Of crisis
  When the edeinos came to your town it was a 
  slaughter. Some of the local cartel soldiers tried to 
  fight back, but they were losing. Until you stepped 
  forward and called out for help with all your faith and 
  rage. The soldiers fought blades or their bare hands 
  and triumphed, and knew it was your power that won 
  the day.
  QuOTe
  “Blood makes noise. Listen, and you'll hear yours is 
  crying out for revenge.”
  DescripTiOn
  They call you the “witch of blood”  or the “lady of 
  death.”  You dress accordingly, evoking the old ways 
  with your cloak, skulls, and feathers. Physically you 
  are petite, but your presence fills any space and it's 
  hard for most people to keep their eyes off you. You 
  try to project confidence, but sometimes your own 
  fears and insecurities peek through.
  agenDa
  You want to continue existing. You know that can't 
  be accomplished through hiding or fleeing—the High 
  Lords are a staggering threat to both the living and 
  the dead.
  naMes
  Atli, Eztli, Itchi, Izel, Maza, Ohtli, Patli, Tayanna, Yolo, 
  Zuma
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Strong Willed
  □ (7 XP) Helper
  □ (2 XP) melee weapons +2
  □ (3 XP) taunt +3
  □ (4 XP) faith +4
  □ (4 XP) persuasion +4
  □ (5 XP) faith +5
  THE BLOOD WITCH
  
SOURCE: textdata/thevault/Torg Eternity/Living Land/UNA10021 - Living Land Archetypes.pdf