TEXT: WOUNDS
  SHOCK
  Combat Skills
  Attribute
  Skill Adds
  Value
  Energy Weapons
  Dex
  8
  Fire Combat
  Dex
  8
  Melee Weapons
  Dex
  +3
  11
  Missile Weapons
  Dex
  +2
  10
  Unarmed Combat
  Dex
  8
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  +2
  10
  Maneuver
  Dex
  +1
  9
  Taunt
  Cha
  +2
  8
  Trick
  Mind
  7
  Other
  Attribute
  Skill Adds
  Value
  Dodge
  Dex
  +1
  9
  Find
  Mind
  +1
  8
  Reality
  Spirit
  +1
  9
  Stealth
  Dex
  +1
  9
  Survival
  Mind
  +1
  8
  Willpower
  Spirit
  +1
  9
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  Great Axe (melee weapons)
  10
  Str +4 (17)
  —
  —
  Hit Stymies, Vulnerable on a miss  
  Dragon’s Breath (missile weapons)
  Aysle
  16
  3
  10 meters
  Small Blast, Fire
  Unarmed (unarmed combat)
  —
  Str +0 (13)
  —
  —
  —
  EQUIPMENT
  Item
  Axiom
  Notes
  Caltrops
  14
  Maneuver Favored
  Healing Potion
  Magic 13
  Heals 1 Wound and 1BD Shock
  Rope
  8
  10 meters
  ARMOR
  Armor
  Axiom
  Adds
  Notes
  Dragon Armor
  Aysle
  +4
  Fatigues (2), Max Dex 8
  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
  Dragon Warrior
  Gain Dragon Armor, Dragon’s Breath
  Dragon Warrior 
  +Giant Strength (+2 tests/damage)
  Darkvision (Racial)
  Ignore 4 points of Darkness penalties
  6
  8
  7
  8
  11
  9
  11
  8
  8
  3
  24
  16
  18
  14
  Dwarf
  Aysle
  The Dragon Warrior
  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
  15
  4
  8
  24
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  Overview
  The dwarves of Aysle were nearly exterminated by 
  Uthorian’s dark forces. The few who remain carry the 
  bitterness and rage of a dying people, and the martial 
  prowess to do something about it. The champions of 
  dwarven-kind, the best of the best, wear special armor 
  to protect and avenge their people. 
  Dragon Warrior armor is the ultimate expression of  
  your people’s magic and ingenuity. Each suit is unique, 
  painstakingly forged from rare metals, inscribed 
  with runes, and loaded with advanced weapons and 
  gadgets. The dwarves consider dragons embodiments 
  of rage and power, so it’s no accident these suits are 
  stylized with draconic images and symbols.
  TacTics
  You’re a heavy-duty front-line fighter. The extremely 
  high Toughness insures many foes can’t even deal 
  Shock damage without a lucky hit or Armor Piercing 
  effects. The great axe makes short work of most 
  enemies, and Dragon’s Breath is devastating against 
  groups of opponents with low dodge defenses. Lean 
  on intimidation to make a foe Vulnerable if hitting is 
  difficult, or whenever it’s an Approved Action to gain 
  powerful Destiny cards.
  MOMenT Of crisis
  You’ve likely been a Storm Knight for some time. The 
  crisis may have come during one of the endless battles 
  against Uthorian’s horde, a moment where all seemed 
  lost but you stood fast and held the line against the 
  onslaught. Or perhaps it was a more personal crisis 
  when a clan member or loved one was in dire need of 
  a seemingly impossible rescue.
  QuOTe
  “Actually, most problems can be solved with a battle 
  axe. Let me show you how it works.“
  DescripTiOn
  The dwarf inside the armor is likely scarred mentally 
  and physically—though the armor never comes off for 
  anyone to see. Unkempt hair and rough manners are 
  common expressions of the sense of defeat and failure 
  that pervades their shattered culture, leaving most 
  dwarves grim, fatalistic, and rude.
  agenDa
  Where other Storm Knights usually fight for freedom 
  or ideals, you’re consumed with revenge. Your people 
  are beyond saving, at least as far as most dwarves are 
  concerned, but there’s still time for payback. 
  naMes
  Artala, Bran, Gudrun, Gunnar, Isode, Juki the Red, 
  Karn of Ungbar, Milla, Tworek, Zisa
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Forsaken
  □ (7 XP) Braided
  □ (1 XP) first aid +1
  □ (2 XP) reality +2
  □ (3 XP) intimidation +3
  □ (3 XP) missile weapons +3
  □ (4 XP) melee weapons +4
  □ (5 XP) melee weapons +5
  THE DRAGON 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
  10
  Fire Combat
  Dex
  10
  Melee Weapons
  Dex
  +1
  11
  Missile Weapons
  Dex
  +3
  13
  Unarmed Combat
  Dex
  10
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  8
  Maneuver
  Dex
  +1
  11
  Taunt
  Cha
  8
  Trick
  Mind
  +1
  8
  Other
  Attribute
  Skill Adds
  Value
  Dodge
  Dex
  +2
  12
  Find
  Mind
  +2
  9
  Reality
  Spirit
  +1
  10
  Stealth
  Dex
  +2
  12
  Tracking
  Mind
  +2
  9
  Survival 
  Mind
  +1
  8
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  Long Sword (melee weapons)
  9
  Str +3 (10)
  —
  —
  —
  Composite Bow (missile weapons)
  13
  13
  1
  20/40/80
  —
  Unarmed (unarmed combat)
  —
  Str +0 (7)
  —
  —
  —
  EQUIPMENT
  Item
  Axiom
  Notes
  Healing Potion
  Magic 13
  Heals 1 Wound and 1BD Shock
  Rope
  8
  10 meters
  Quiver
  9
  20 arrows
  ARMOR
  Armor
  Axiom
  Adds
  Notes
  Leather Jerkin
  8
  +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
  Warden
  Stealth and tracking are Favored
  White Wolf
  Gain a White Wolf companion
  Darkvision (Racial)
  Ignore 4 points of Darkness penalties
  Graceful
  Dexterity tests count as Favored 
  Magic Affinity (Racial)
  Below Magic Axiom 12 Fatigue causes 
  3 Shock
  8
  10
  7
  8
  7
  12
  11
  10
  3
  8
  24
  16
  18
  14
  Elf
  Aysle
  The Elven Warden
  Alpha
  8
  1
  10
  30
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  Overview
  Wardens are Ayslish hunters and guardians who 
  haunt the woods like ghosts, striking at enemies of the 
  elves with stealth and guile. The longbow and green 
  cloak are signatures of the wardens, as are the white 
  wolves many keep as companions.
  TacTics
  You’re a ranged combatant through and through. 
  The longsword is available in a pinch, but it’s usually 
  better to hang back and focus on your bow. Drawing 
  an arrow is a simple action, so you can target two or 
  three opponents with a single attack. 
  One tactic wardens find useful is to keep your wolf 
  out of direct combat and have it intimidate instead. 
  This can make the foe Vulnerable to a follow-up attack 
  with your bow.
  If opponents manage to engage your furry friend, use 
  Active Defense to protect it or soak damage using 
  your own Possibilities.
  Watch out for Zones with a low Magic Axiom like 
  Core Earth, the Living Land, and Pan-Pacifica, since 
  elves suffer three Shock when Fatigue appears.
  MOMenT Of crisis
  Though the Wardens protect the forests of Aysle from 
  dark forces, very few become Storm Knights. Your 
  crisis likely came after following Lady Ardinay on 
  her foolish quest to Earth. Facing the old foe in such 
  a different place stirred something that defending the 
  woods did not. It’s also possible you abandoned duty 
  to save a dwarf or human, and in that selfless moment 
  transformed.
  QuOTe
  “In the woods, all creatures are either hunters or prey. 
  I assure you I am not prey.“
  DescripTiOn
  Wood elves are known for being quiet and shy, 
  especially compared to their mystical cousins. Wardens 
  wear mostly supple leather or densely woven cloth, 
  just so long as it moves silently. Green is a favored 
  color, even when outside the woods.
  agenDa
  The Elven Warden is privy to a dark secret kept by 
  the elite among the High Elves, and has come to Core 
  Earth out of a misplaced sense of guilt. Perhaps if the 
  High Lords are defeated all the peoples of Aysle may 
  finally know peace.
  naMes
  Amavae, Cimbar, Feyurit, Lief, Namys of Glaed, 
  Nuvia, Rose, Tierra, Waldir
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Elven Archer
  □ (7 XP) Sniper
  □ (1 XP) lockpicking +1
  □ (2 XP) melee weapons +2
  □ (3 XP) dodge +3
  □ (3 XP) stealth +3
  □ (4 XP) missile weapons +4
  □ (5 XP) missile weapons +5
  THE ELVEN WARDEN
  
  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
  +3
  13
  Maneuver
  Dex
  8
  Taunt
  Cha
  6
  Trick
  Mind
  8
  Other
  Attribute
  Skill Adds
  Value
  Dodge
  Dex
  +1
  9
  Evidence Analysis
  Mind
  +1
  9
  Find
  Mind
  +1
  9
  First Aid
  Mind
  +1
  9
  Land Vehicles
  Dex
  +1
  9
  Reality
  Spirit
  +2
  12
  Streetwise
  Cha
  +2
  8
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  Baton (melee weapons)
  16
  Str +2 (10)
  —
  —
  May be used to grapple
  Glock 9mm (fire combat)
  22
  13
  15
  10/25/40
  —
  Unarmed (unarmed combat)
  —
  Str +0 (8)
  —
  —
  —
  EQUIPMENT
  Item
  Axiom
  Notes
  Extra Magazines
  22
  Five reloads for Glock 9mm
  Flares (3)
  21
  Provides light, may start fires
  Flashlight
  20
  Provides light
  Multi-tool
  22
  Cutters, pliers, screwdriver in one
  Police Badge
  22
  Local legal authority
  Speedcuffs
  22
  Restrain a target
  ARMOR
  Armor
  Axiom
  Adds
  Notes
  Ballistic Vest
  22
  +4
  Torso, Fatigues, 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
  Negation
  May counter foes spending Possibilities
  Situational Awareness
  Play 1 card straight into Action Pool
  6
  8
  8
  10
  8
  9
  9
  9
  3
  10
  9
  23
  10
  23
  Human
  Core Earth
  The Unstoppable Cop
  Alpha
  12
  4
  8
  24
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  Overview
  Even before the High Lords invaded, Core Earth had 
  heroes capable of amazing feats. Some consistently 
  found trouble battling groups of criminals, mercenaries, 
  or psychos. You were one of those heroes, and 
  dispatching small armies of bad guys was just part of 
  your job.
  The Possibility Raiders represent a threat on a whole 
  new scale. Gangs, cartels, and even a corrupt conspiracy 
  ring didn’t make you back down, so why quit now? Like 
  your (former) partner said once, you’re unstoppable.
  TacTics
  You’re no stranger to gunplay and are tough enough 
  to take some serious hits without resorting to soaking 
  damage—which you excel at. If forced into melee 
  combat, try grappling to restrain opponents rather than 
  depending on straight damage. 
  Negation is your secret weapon. Blocking a Stormer’s 
  ability to boost attacks is nothing to scoff at, and 
  can quickly turn the momentum of any battle. Use 
  intimidation to soften up your foes. Stymie subtracts 
  from their total and Vulnerable adds to yours. Since 
  Negation requires a contest of reality you can take 
  advantage of both!
  MOMenT Of crisis
  Dozens of incidents may have pushed you from hero to 
  Storm Knight. It might have been the renegade Stormer 
  using his powers to build a new drug cartel. Or it could 
  have been the time you pinned and cuffed a rampaging 
  raptor—people are still talking about that one.
  QuOTe
  “Put the weird glowing thing down on the ground and 
  place your hands on your head.“
  DescripTiOn
  It’s important to still wear the uniform, even out of 
  jurisdiction or in places that have been transformed. It 
  projects normalcy and authority, and the bulletproof 
  vest doesn’t hurt either. Not everyone likes or respects 
  the police, but just seeing the blue and the badge still 
  snaps most people back to reality. Brusque manners 
  and an intense gaze reinforce that sense of strength.
  agenDa
  The Unstoppable Cop just wants to get things back to 
  normal. Reality has laws too, and these invaders are 
  breaking them. Cut through the nonsense, stop the 
  bad guys, and protect the poor innocents caught in the 
  middle.
  naMes
  Alta, Carmen, Cristian, Dani, Gabriel, Jaide, Lani, 
  Marvel, Paz, Rio, Sal
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Strong-Willed
  □ (7 XP) Hard to Kill
  □ (1 XP) lockpicking +1
  □ (2 XP) streetwise +2
  □ (3 XP) fire combat +3
  □ (3 XP) reality +3
  □ (4 XP) fire combat +4
  □ (5 XP) fire combat +5
  THE UNSTOPPABLE COP
  
  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
  +1
  9
  Missile Weapons
  Dex
  8
  Unarmed Combat
  Dex
  +1
  9
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  9
  Maneuver
  Dex
  8
  Taunt
  Cha
  +1
  8
  Trick
  Mind
  +1
  9
  Other
  Attribute
  Skill Adds
  Value
  Dodge
  Dex
  +2
  10
  Evidence Analysis
  Mind
  +1
  9
  Find
  Mind
  +1
  9
  First Aid
  Mind
  +1
  9
  Land Vehicles
  Dex
  +1
  9
  Persuasion
  Cha
  +1
  8
  Reality
  Spirit
  +3
  12
  Science
  Mind
  +1
  9
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  Machete (melee weapons)
  16
  Str +2 (10)
  —
  —
  Survival tests Favored
  Glock 9mm (fire combat)
  22
  13
  15
  10/25/40
  —
  Disruptor Grenade (missile weapons)
  26
  15
  2
  10/20/30
  Small, Non-lethal, deals +1 Shock
  EQUIPMENT
  Item
  Axiom
  Notes
  Extra Magazines
  22
  Five reloads for Glock 9mm
  Flashlight
  20
  Provides light
  Healing Potion
  Magic 13
  Heals 1 Wound and 1BD Shock
  Multi-tool
  18
  Cutters, pliers, screwdriver in one
  ARMOR
  Armor
  Axiom
  Adds
  Notes
  Leather jacket
  19
  +1
  Torso
  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
  +1 Possibility
  Realm Runner
  +4 to reconnect, avoid first disconnect 
  each act
  7
  8
  8
  9
  8
  10
  9
  9
  3
  9
  9
  23
  10
  23
  Human
  Core Earth
  The Realm Runner
  Alpha
  9
  1
  8
  24
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  Overview
  Realm Runners are humans from Earth who have a 
  strong, intuitive grasp of reality. Not just the reality 
  of Core Earth, but the invading cosms as well. Such 
  individuals are supremely adaptable, traveling 
  through the invading realms with relative ease and 
  picking up tools and concepts that cause contradictions 
  with most others. This phenomenon seems unique to 
  Core Earth. 
  TacTics
  You are a jack-of-all-trades: reasonably proficient with 
  most weapons but a master of none. Then again, any 
  weapon or item you find in any reality is fair game. 
  Don’t be afraid to try out and use powerful tools from 
  other realities, even if they might cause Contradictions. 
  Disconnections still happen, but not as often and it’s 
  easy for you to reconnect, even in a Pure Zone. 
  Use any Approved interaction (trick is strongest) to 
  Stymie opponents or make them Vulnerable. Success 
  gains you a Destiny card and helps out the team—or 
  enhances your own chances for a successful follow-
  up attack. Your high reality skill lets you Soak damage 
  very reliably, so you’re much tougher than you look.
  MOMenT Of crisis
  Before the invasion, every day was pretty routine. 
  Then the world was shattered and a deadly choice 
  presented itself: run in terror like everyone else or stop 
  a monster from devouring some innocent. Somehow, 
  blind luck prevailed, the victim was saved, and a 
  Storm Knight was born.
  QuOTe
  “Don’t worry guys, I got this!“
  DescripTiOn
  Lean and agile, your trademark look is a hodgepodge 
  of whatever is effective. Denim, leather, and a 
  mischievous grin are constants. Everything else from 
  advanced gadgets to magical totems get haphazardly 
  piled on during journeys to different realms. 
  agenDa
  On the surface it seems like you are just fooling around, 
  and perhaps not taking these dangerous situations 
  seriously enough. Under that exterior, however, you 
  are deeply concerned for the individuals caught in the 
  middle of the Possibility Wars. Saving these people 
  from immediate danger and keeping their spirits up is 
  your real priority—having fun while you do it is just 
  a bonus.
  naMes
  Adison, Aidan, Cody, Daryl, Jamie, Lee, Leslie, Regan, 
  Sean, Terry 
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Adaptable
  □ (7 XP) Story Teller
  □ (1 XP) streetwise +1
  □ (2 XP) trick +2
  □ (3 XP) dodge +3
  □ (3 XP) trick +3
  □ (4 XP) reality +4
  □ (5 XP) reality +5
  THE REALM RUNNER
  
  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
  +1
  8
  Fire Combat
  Dex
  7
  Melee Weapons
  Dex
  7
  Missile Weapons
  Dex
  7
  Unarmed Combat
  Dex
  +1
  8
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  +1
  12
  Maneuver
  Dex
  7
  Taunt
  Cha
  +2
  10
  Trick
  Mind
  7
  Other
  Attribute
  Skill Adds
  Value
  Computers
  Mind
  +1
  8
  Dodge
  Dex
  +2
  9
  Find
  Mind
  +1
  8
  Faith
  Spirit
  +3
  14
  Persuasion
  Cha
  +1
  9
  Reality
  Spirit
  +1
  12
  Stealth
  Dex
  +1
  8
  Streetwise
  Cha
  +1
  9
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  GWI GodBeam Laser (energy weapons)
  26
  14
  15
  100/500/1K
  Short Burst, AP 1, Integrated into 
  HardPlas arm
  Unarmed (unarmed combat)
  —
  Str +0 (8)
  —
  —
  Includes HardPlas arm
  EQUIPMENT
  Item
  Axiom
  Notes
  Belleview Cyber Eye
  26
  Find and tracking are Favored
  Belleview Low Light
  26
  Ignore up to –2 Darkness penalties
  Cyberdeck
  26
  Computer skill is Favored
  HardPlas Arm
  26
  +1 Strength with that arm
  Holy Symbol
  5
  Catholic cross
  ARMOR
  Armor
  Axiom
  Adds
  Notes
  IriMesh Clothing
  24
  +2
  Looks like normal clothing
  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
  Cyberware
  Belleview Cyber Eye, Low Light MK 
  II, HardPlas Arm, Trigon Integrated 
  Weapon
  Miracles
  Gain miracles (bless, healing, ward 
  enemy)
  8
  7
  7
  11
  7
  9
  7
  8
  3
  11
  14
  18
  16
  26
  Human
  Cyberpapacy
  The Renegade Priest
  Alpha
  9
  2
  7
  21
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  Overview
  Not every preacher in the Cyberpapacy has fallen 
  under Jean Malraux’s sway. Many still believe in 
  a far more benovelent and forgiving deity. These 
  “renegades,“ as the Antipope calls them, resisted his 
  totalitarian regime, faced the Inquisition, and now 
  fight on the streets with the resistance.
  TacTics
  Your miracles mostly provide support: keeping your 
  allies fighting despite their wounds or boosting their 
  critical abilities. The high-tech armor that lines your 
  clothing offers good protection, and your high reality 
  skill makes Soaking most Wounds easy.
  The integrated GodBeam laser in your arm can be a 
  nasty surprise when things turn violent, but your true 
  weapon is your interpersonal skills. Persuasion might 
  avoid trouble entirely, and intimidation or taunt cause 
  havoc with weak-willed foes.
  MOMenT Of crisis
  Your Moment of Crisis was likely a crisis of faith 
  and conscience as well. The Cyberpope’s flawed and 
  ruthless vision brought out the lion inside you, and 
  triggered the transition from “father“ to Storm Knight.
  Or perhaps you simply prayed for divine intervention. 
  The Almighty works in mysterious ways, and instead 
  of smiting your foes, He gave you a little extra ability 
  to fight for righteousness.
  QuOTe
  “It is not with my eye that I see the world as it truly is, 
  but with my faith.“
  DescripTiOn
  The white collar is a well-known symbol for the 
  church in both Earth and Magna Verita. The sash 
  worn around the waist varies in color depending on 
  the priest’s rank and region. The red one you wear 
  was awarded for merit and good works.
  The cybernetic eye is a Belleview model, a common 
  enough enhancement in the Cyberpapacy, but also 
  a potential source of trouble if authorities realize it’s 
  been disconnected from the GodNet.
  agenDa
  Spread the love and forgiveness of God. So many only 
  experience Jean Malraux’s version of religion—the 
  truly faithful must counter that poison with humility 
  and kindness.
  naMes
  Claude, Damien, Dominique, Francis, Honore, Marc, 
  Pascale, Tristan, Xavier
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Protected
  □ (7 XP) Miracles (lightning strike)
  □ (1 XP) trick +1
  □ (2 XP) persuasion +2
  □ (3 XP) reality +3
  □ (3 XP) taunt +3
  □ (4 XP) faith +4
  □ (5 XP) faith +5
  THE RENEGADE PRIEST
  
  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
  +1
  9
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  +1
  10
  Maneuver
  Dex
  8
  Taunt
  Cha
  7
  Trick
  Mind
  +1
  11
  Other
  Attribute
  Skill Adds
  Value
  Alteration
  Mind
  +3
  13
  Divination
  Mind
  +2
  12
  Dodge
  Dex
  +2
  10
  Find
  Mind
  +1
  11
  Persuasion
  Cha
  +1
  8
  Reality
  Spirit
  +1
  10
  Scholar
  Mind
  +1
  11
  Stealth
  Dex
  +1
  9
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  GodMeeter (fire combat)
  24
  15
  25
  10 /25/40
  —
  Unarmed (unarmed combat)
  —
  Str +0 (6)
  —
  —
  —
  EQUIPMENT
  Item
  Axiom
  Notes
  Hexxer MK II
  26
  Half Shock from spell failure, add that 
  as a bonus to next attempt to cast.
  Sunglasses
  20
  Stylish.
  ARMOR
  Armor
  Axiom
  Adds
  Notes
  IriMesh Clothing
  24
  +2
  Looks like normal clothing
  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
  Cyberware
  Hexxer Mk II
  Spell Caster
  Gain spells (diminish, enhance, 
  scrambler)
  7
  8
  10
  9
  6
  10
  8
  9
  3
  9
  14
  18
  16
  26
  Human
  Cyberpapacy
  The Cyberwitch
  Alpha
  8
  2
  8
  24
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  Overview
  Witches come from a variety of backgrounds and 
  belief systems throughout Europe, but some have 
  truly managed to harness the latent Magical Axiom 
  and cast spells far beyond anything Core Earth might 
  have supported.
  Such power is a threat to Malraux, who has declared 
  all practitioners of magic “blasphemous.“ You agree, 
  and have decided to use your power to protect the 
  oppressed and topple the tyrannical Antipope.
  Of course, a little help from all this modern technology 
  won’t hurt.
  TacTics
  Enhance is a powerful and flexible spell. Boosting 
  your allies’ Strength increases Toughness and melee 
  damage, while Dexterity improves both attacks and 
  defenses. Likewise, diminish is a bane to your foes, 
  hampering attacks or reducing their resistance to 
  further spells.
  Intimidation and trick are your go-to interactions. 
  Take advantage of the Cyberpapacy’s high Tech 
  Axiom by using powerful handguns and armor to 
  supplement your magic. The Hexxer helps mitigate 
  the Cyberpapacy’s powerful backlash, and even turns 
  it into an advantage. 
  MOMenT Of crisis
  Malraux’s regime oppresses all those who don’t agree 
  with his dictates. Many resisted, and some came to 
  harm from his legions of corrupt Church Police. You 
  stood against them, and somewhere along the way 
  transformed from a rebel to a hero to a Storm Knight.
  QuOTe
  “Abracadabra might be the last thing you ever hear, 
  mon ami.“
  DescripTiOn
  You hide in crowds or shadows when you can. If 
  examined closely your Hexxer is a dead giveaway. 
  It’s an illegal implant with only one purpose: to defy 
  Malraux’s ban on sorcery!
  Once your disguise or cowl is dropped, however, your 
  unrestrained power is a true terror to behold.
  agenDa
  You fight for personal freedom and lash out at 
  authoritarianism—especially Malraux’s oppressive 
  and self-righteous regime.
  naMes
  Aure, Blaize, Faye, Gaea, Jean, Marion, Nicola, Paige, 
  Sable, Viola
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Spellcaster (scry)
  □ (7 XP) Spellcaster (pathfinder)
  □ (1 XP) taunt +1
  □ (2 XP) unarmed combat +2
  □ (3 XP) divination +3
  □ (3 XP) dodge +3
  □ (4 XP) alteration +4
  □ (5 XP) alteration +5
  THE CYBERWITCH
  
  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
  +2
  10
  Missile Weapons
  Dex
  +1
  9
  Unarmed Combat
  Dex
  +2
  10
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  +1
  12
  Maneuver
  Dex
  +1
  8
  Taunt
  Cha
  6
  Trick
  Mind
  6
  Other
  Attribute
  Skill Adds
  Value
  Dodge
  Dex
  +1
  9
  Faith
  Spirit
  +3
  14
  Find
  Mind
  +1
  7
  Reality
  Spirit
  +1
  12
  Stealth
  Dex
  +2
  10
  Survival
  Mind
  +1
  7
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  Bite/Claws (unarmed combat)
  —
  Str +2 (11)
  —
  —
  —
  Hrockt Shoot Spear (melee weapons)
  3
  Str +2 (11)
  1
  10/20/40
  Throw with missile weapons
  EQUIPMENT
  Item
  Axiom
  Notes
  Totem
  5
  Bone carving of Lanala
  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
  Miracles
  Gain miracles (healing, strike, ward 
  enemy)
  Outsider (Racial)
  –4 persuasion unless edeinos or jakatts
  Whip Tail
  Melee attacks are Favored so long as you 
  can use your tail
  6
  8
  6
  11
  9
  9
  10
  10
  3
  11
  1
  7
  24
  6
  Edeinos
  Living Land
  The Edeinos Optant
  Alpha
  11
  2
  8
  24
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  naMes
  Bloodclaw, Dathil, Longjaw, Moonwalker, Razortooth, 
  Riscaran, Stormtail, Wildeye
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Stone Skin
  □ (7 XP) Protected
  □ (1 XP) tracking +1
  □ (2 XP) dodge +2
  □ (3 XP) stealth +3
  □ (3 XP) melee weapons +3
  □ (4 XP) faith +4
  □ (5 XP) faith +5
  Overview
  The reptilian inhabitants of Takta Ker are fierce and 
  savage warriors. The environment is brutal, filled 
  with carnivorous plants, hostile creatures, and giant 
  carnivores. The edeinos see no contradiction in 
  bringing death to their foes in the name of Lanala, the 
  goddess of life. Death begets life. Decay seeds the soil 
  which brings forth new growth. Optants are priests 
  who embody Lanala’s way, known as “Keta Kalles.“
  Most optants remain loyal to Baruk Kaah, but some 
  believe the High Lord has actually abandoned Keta 
  Kalles, and Lanala’s faithful must now rise against 
  him.
  TacTics
  Your strong arm and sharp “hrockt shoot“ spear are 
  enough to dispatch most foes. The strike miracle may 
  enhance your spear when faced with a particularly 
  tenacious foe. Intimidation interactions are also 
  useful for softening up opposition. Your defenses 
  are mediocre (taunts and tricks are your particular 
  vulnerabilities), but with a high reality you can Soak 
  most damage.
  MOMenT Of crisis
  Lanala commanded the edeinos to bring life to dead 
  places in other worlds—or so Baruk Kaah said. In 
  practice though, the sensations of war felt wrong to 
  you, an affront to Lanala rather than an exultation 
  of her. The feeling proved true when 
  turning against Kaah triggered 
  your transcendence.
  QuOTe
  “I almost envy the pain you are about to experience.“
  DescripTiOn
  It may seem odd for a priest of life to wear a dinosaur 
  skull and many bones, but death and decay are 
  just another part of life. These aren’t dead things—
  things of stone and metal that were never touched 
  by Lanala—they were once alive. Like most edeinos 
  you are informal, lacking the manners and social 
  boundaries humans take for granted.
  agenDa
  The path to Lanala is through the experience 
  of sensation—pain, pleasure, and rare 
  feelings beyond both. Baruk Kaah 
  and the High Lords are threats to 
  Lanala, but the most important 
  thing is to feel. 
  THE EDEINOS OPTANT
  
  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
  +3
  13
  Missile Weapons
  Dex
  +2
  12
  Unarmed Combat
  Dex
  +1
  11
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  +1
  8
  Maneuver
  Dex
  +1
  11
  Taunt
  Cha
  5
  Trick
  Mind
  5
  Other
  Attribute
  Skill Adds
  Value
  Dodge
  Dex
  +1
  11
  Faith
  Spirit
  +1
  8
  Find
  Mind
  +1
  6
  Reality
  Spirit
  +1
  8
  Stealth
  Dex
  +1
  11
  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
  Hrockt Shoot Spear (melee weapons)
  5
  Str +2 (12)
  2
  10/20/40
  Throw with missile weapons
  Unarmed (unarmed combat)
  —
  Str +0 (10)
  —
  —
  —
  EQUIPMENT
  Item
  Axiom
  Notes
  Torch
  2
  Provides light
  Totem
  5
  Bone carving of Lanala
  War Paint
  4
  Red, white, and blue
  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 
  (Sabre-Tooth Cat)
  Gain a Sabre-Tooth Cat companion
  Relentless
  All-Out Attack, 3 shock for +1BD 
  damage
  8
  10
  5
  7
  10
  11
  13
  11
  3
  7
  1
  7
  24
  6
  Human
  Living Land
  The Primitive Hunter
  Alpha
  11
  1
  10
  30
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  Overview
  Humans transformed to the reality of the Living 
  Land don’t become Neanderthals as some rumors 
  claim. They remain completely human, but are now 
  perfectly adapted to the harsh physical environment 
  and a low Social Axiom that makes certain thoughts 
  contradictory. Confusing memories of their pre-
  transformation life remain, but most just don’t make 
  sense anymore.
  These humans also hear the voice of Lanala and 
  worship her the same way the edeinos do. Worshipers 
  are known as “jakkats,“ followers of the ways of Keta 
  Kalles. Jakkats worship by savoring every sensation 
  life has to offer.
  TacTics
  You usually just get close and stab or bludgeon your 
  foes until they stop moving. You can throw your spear 
  in the rare case where you don’t wish to get too close 
  to an opponent. All-Out Attack is usually a good 
  option, either to trigger the Relentless Perk or to take 
  advantage of the Law of Savagery when it applies. 
  Maneuver is your interaction of choice, although 
  intimidation works well in a pinch.
  The Sabre-Tooth Cat companion isn’t a full-sized 
  tiger, but its claws are deadly. Use its maneuver to set 
  up your own attacks. Be careful with your friend; if 
  he’s slain it may be awhile before another comes along.
  MOMenT Of crisis
  Before the maelstrom bridges landed, you lived 
  an ordinary life working a job you loved. After 
  transforming, some spark of your independence 
  remained. When the weak and soft people from 
  your old life were attacked, you acted and became 
  something more. It’s also possible you transformed as 
  a direct result of your heroic act, as if Lanala or some 
  other force knew you needed augmented strength and 
  deadly skills to take your battle to the High Lords.
  QuOTe
  “How do you fight wearing all those...things?!“
  DescripTiOn
  Jakkats don’t wear much clothing. Leather, 
  teeth, and bone are preferred, since at one 
  time those things were alive. You also 
  like body paints, the colors remind you 
  of your previous life somehow. Most 
  humans find you aggressive and 
  blunt, but very physically striking.
  agenDa
  Wars, politics, and organizations just don’t make 
  sense. There is only fighting the enemy right here and 
  now. Consequences are complicated, unknowable 
  things best left to gods and wizards. 
  naMes
  Andar, Burly, Honda, Leena, Maka, Merron, Novan, 
  Rayan, Vanna
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Vengeful
  □ (7 XP) Whirlwind
  □ (9 XP) Hard to Kill
  □ (4 XP) melee weapons +4
  □ (5 XP) melee weapons +5
  THE PRIMITIVE 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
  8
  Fire Combat
  Dex
  +2
  10
  Melee Weapons
  Dex
  8
  Missile Weapons
  Dex
  8
  Unarmed Combat
  Dex
  +2
  10
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  +5
  15
  Maneuver
  Dex
  8
  Taunt
  Cha
  +1
  7
  Trick
  Mind
  8
  Other
  Attribute
  Skill Adds
  Value
  Dodge
  Dex
  +2
  10
  Evidence Analysis
  Mind
  +1
  9
  Find
  Mind
  +2
  10
  Land Vehicles
  Dex
  +1
  9
  Reality
  Spirit
  +1
  11
  Streetwise
  Cha
  +1
  7
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  Mauser Pistol (fire combat)
  20
  13
  10
  10/25/40
  —
  Unarmed (unarmed combat)
  —
  Str +2 (10)
  —
  —
  —
  EQUIPMENT
  Item
  Axiom
  Notes
  Cape and Mask
  15
  Mysterious!
  Extra Magazines
  20
  Five reloads for Mauser 
  Flares
  20
  Provide light
  Handcuffs
  19
  Restrain a captured foe
  Tracking Device
  20
  Sends a homing signal up to 1km
  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
  +2 damage unarmed
  Super Skill
  +2 intimidation (included), Favored, 
  based on device, range 20 meters
  6
  8
  8
  10
  8
  10
  8
  10
  3
  10
  13
  20
  18
  20
  Human
  Nile Empire
  The Masked Crusader
  Alpha
  9
  1
  8
  24
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  Overview
  A group of mysterious men and women have banded 
  together to end Pharaoh Mobius’s reign of tyranny. 
  These heroes are based in Cairo, but travel across 
  the globe to fight evil. The masks and mystery 
  surrounding them are to protect their loved ones, or 
  to foil Mobius’s secret police. Being a hero is a deadly 
  calling, especially in a world ruled by villains. A 
  few rare crusaders hail from Terra, the home of the 
  invaders, but most are transformed citizens of Core 
  Earth.
  TacTics
  You are a crack shot and no stranger to fist fights. 
  However, intimidation is your true weapon. Such a 
  high value makes a “Player’s Call“ result common, 
  which at worst eliminates a villain’s next action and at 
  best might cause a foe to run screaming into the night. 
  Your good reality skill lets you Soak damage well. 
  Underneath the mask you’re a decent detective. If 
  your frightened foes aren’t talking, your streetwise or 
  evidence analysis may provide any missing clues.
  MOMenT Of crisis
  Once you were an ordinary citizen, but the same 
  event that catalyzed your powers was also the tipping 
  point for your Moment of Crisis. Perhaps you were 
  in the right place at the right time to stop Mobius’s 
  minions from pillaging a tomb near Cairo—a tomb 
  that contained a burial shroud now worn as a cape. 
  Or maybe an older hero fell, and you picked up his 
  mantle to avenge him.
  QuOTe
  “What do you fear?“
  DescripTiOn
  A black mask and ragged cape are required apparel—
  unless you’re in your secret identity. Either item may 
  be the magical source of your frightful power, or 
  perhaps a gadget on your utility belt broadcasts 
  some kind of fear-inducing field. You usually speak 
  in a low, serious voice and keep up a grim facade. 
  That’s all for a calculated effect though, and 
  your occasional quip or joke reminds everyone a 
  human being is under that mask.
  agenDa
  Justice is your goal. Whether the petty crimes 
  of small-time thieves or the sweeping atrocities 
  o f 
  the High Lords, evil must be fought and the guilty 
  punished.
  naMes
  Captain Phantom, Crimson Wraith, Night Terror, Red 
  Specter, The Shroud
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Super Attribute (Spirit +1)
  □ (7 XP) Trademark Weapon (Mauser pistol)
  □ (2 XP) reality +2
  □ (3 XP) fire combat +3
  □ (3 XP) unarmed combat +3
  □ (4 XP) fire combat +4
  □ (6 XP) intimidate +6
  THE MASKED CRUSADER
  
  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
  +2
  10
  Fire Combat
  Dex
  8
  Melee Weapons
  Dex
  8
  Missile Weapons
  Dex
  8
  Unarmed Combat
  Dex
  8
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  7
  Maneuver
  Dex
  8
  Taunt
  Cha
  +1
  8
  Trick
  Mind
  +1
  13
  Other
  Attribute
  Skill Adds
  Value
  Dodge
  Dex
  +2
  10
  Evidence Analysis
  Mind
  +1
  13
  Find
  Mind
  +1
  13
  First Aid
  Mind
  +1
  13
  Lock Picking
  Dex
  +1
  9
  Scholar
  Mind
  +1
  13
  Reality
  Spirit
  +2
  9
  Science
  Mind
  +3
  15
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  Electro-Ray (energy weapons)
  20
  15
  5
  10/25/50
  Replenishes 1 ammo per round
  Unarmed (unarmed combat)
  —
  Str +0 (6)
  —
  —
  —
  EQUIPMENT
  Item
  Axiom
  Notes
  Audio Transmitter
  20
  Small and easy to hide
  Backpack
  14
  Be prepared!
  First Aid Kit
  20
  First aid tests are Favored
  Flashlight
  20
  Provides light
  Lockpicks
  10
  Small and easily concealed
  Radio Receiver
  20
  Tuned to tracking device/transmitter
  Tool Belt
  18
  Cutters, pliers, screwdriver, and more
  Tracking Device
  18
  Sends a homing signal up to 1 km
  ARMOR
  Armor
  Axiom
  Adds
  Notes
  Leather Coat
  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
  Electro-Ray
  +2 damage if target wet or +4 if soaked, 
  if energy weapons test is a Mishap device 
  stops functioning for the scene.
  Force Field
  5 charges, each charge blocks a Wound 
  and 2 Shock, device, must be activated as 
  a simple action.
  7
  8
  12
  7
  6
  10
  8
  8
  3
  7
  13
  20
  18
  20
  Human
  Nile Empire
  The Eccentric Inventor
  Alpha
  7
  1
  8
  24
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  Overview
  You were brilliant, and perhaps a bit odd, even before 
  the Possibility Wars. After you transformed to fit the 
  pulpy reality of the Nile Empire anything became 
  possible. Immutable laws of physics are now mere 
  guidelines. You push this new freedom to its limits, 
  inventing wondrous electronic devices and then using 
  them against the Possibility Raiders.
  TacTics
  Your Electro-Ray is effective, but it can run out of 
  charges if used on too many targets too quickly. 
  Your trick interaction is especially devastating. Many 
  opponents are weak against trick, and a “Player’s 
  Call“ result might eliminate even stronger foes when 
  the circumstances support it. 
  While your Force Field is operational you can use 
  its charges to Soak Wounds. It can block two Shock 
  even if there’s no Wound, but it’s better to save those 
  charges. Once the Force Field is depleted, or if an 
  untimely disconnection disables it, you are extremely 
  susceptible to damage. If possible, hang on to a Destiny 
  card like Willpower or Action to help reconnect if you 
  get into a tight spot.
  MOMenT Of crisis
  Faced with an onslaught of invaders in Cairo you 
  turned to science for a way to fight back, and in a 
  moment of indescribable inspiration (and crisis) you 
  reassembled a phone, a lava lamp, and a blow dryer 
  into a deadly energy projector. Alternatively, you 
  may have transformed while destroying some of your 
  older inventions and plans before they could fall into 
  the hands of Mobius and his hordes.
  QuOTe
  “Whoa, who could have predicted a sudden polarity 
  inversion would cause an explosion like that. I mean, 
  other than me. Because I totally called that.“
  DescripTiOn
  Your vulcanized rubber lab coat is for work, but 
  underneath that you’re always ready for a good 
  party.  Your goggles are fashionable in any situation. 
  You are highly intelligent and well-schooled. You are 
  confident, happy, and unapologetically weird.
  agenDa
  Knowledge is the only path to true victory, and 
  sometimes sacrifices must be made toward that end. 
  Saving people and having fun are on your list of 
  priorities, but science is always at the top.
  naMes
  Captain Capacitor, Dr. Lightning, Joy Buzzer, 
  Professor Diode, The Spark
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Situational Awareness
  □ (7 XP) Force Field (5 charges)
  □ (9 XP) Electro-Ray (10 charges)
  □ (3 XP) dodge +3
  □ (3 XP) energy weapons +3
  □ (3 XP) reality +3
  THE ECCENTRIC INVENTOR
  
  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
  +3
  12
  Melee Weapons
  Dex
  +1
  10
  Missile Weapons
  Dex
  9
  Unarmed Combat
  Dex
  9
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  +2
  12
  Maneuver
  Dex
  +1
  10
  Taunt
  Cha
  5
  Trick
  Mind
  8
  Other
  Attribute
  Skill Adds
  Value
  Dodge
  Dex
  +1
  10
  Evidence Analysis
  Mind
  +1
  9
  Find
  Mind
  +1
  9
  Reality
  Spirit
  +1
  11
  Scholar
  Mind
  +1
  9
  Science
  Mind
  +2
  10
  Tracking
  Mind
  +1
  9
  Willpower
  Spirit
  +1
  11
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  Silver Dagger (melee weapons)
  8
  Str +1 (9)
  —
  5/10/15
  Throw with missile weapons
  Slayer’s Gun (fire combat)
  18
  14
  6
  50/100/200
  Uses special shells above
  Webley Revolver (fire combat)
  18
  14
  6
  10/25/40
  —
  EQUIPMENT
  Item
  Axiom
  Notes
  Caltrops (Silver)
  14
  Maneuver Favored
  Torches
  5
  Provide light
  Adamant Shells
  18
  2 shots, Armor Piercing 4
  Holy Water Shells
  18
  2 shots, +2 damage vs evil creatures
  Giant Killer Shells
  18
  +5 damage vs large or larger creatures
  Slayer’s Gun Shells
  18
  12 shots, standard 14 damage
  ARMOR
  Armor
  Axiom
  Adds
  Notes
  Monster Hide Duster
  16
  +2
  Fatigues, 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
  Bullet Smith
  Gain Slayer’s Gun
  Medal (Dragon Slayer)
  +1BD damage vs Large or larger when 
  Attack is Approved
  5
  9
  8
  10
  8
  10
  10
  9
  3
  10
  16
  18
  16
  18
  Human
  Orrorsh
  The Monster Hunter
  Alpha
  10
  2
  9
  27
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  naMes
  Ashton, Aubrey, Eli, Harper, Marion, Prester, Tanner, 
  Thomas, Winter
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Sniper
  □ (7 XP) Bulletsmith (Explosive Shells)
  □ (1 XP) trick +1
  □ (2 XP) maneuver +2
  □ (3 XP) intimidation +3
  □ (3 XP) melee weapons +3
  □ (4 XP) fire combat +4
  □ (5 XP) fire combat +5
  Overview
  You are a Victorian, and your world, Gaea, is caught 
  in the grip of the Gaunt Man’s horrors. You weren’t 
  content to be ruled by terror, and so you fought 
  back. Against all odds you survived, and the various 
  tricks, gadgets, and special weapons you’ve acquired 
  over years of battling evil have evened the odds 
  considerably.
  When the Gaunt Man gathered his dark forces to travel 
  through the maelstrom bridges and unleash their fury 
  upon Core Earth, you followed to stalk them, just as 
  you’ve always done.
  TacTics
  The special shells in your Slayer’s Gun gives you power 
  and flexibility against specific foes, even outside of 
  Orrorsh. Whenever you can, investigate what types of 
  foes are likely to appear and prepare a custom load of 
  shells to deal with them. Holy Water shells work well 
  against gospog, a common enemy employed by all the 
  High Lords. Even once all your specialized shells are 
  used, your standard ammunition still packs a punch. 
  You are highly resistant to fear and intimidation, but 
  extremely vulnerable to taunt interactions. Victorians 
  are notoriously haughty and intolerant of insults! 
  MOMenT Of crisis
  Your crisis came long ago on Gaea. Maybe it was a 
  werewolf, or perhaps it was a vampire. Whatever 
  it was, it was a product of the Gaunt Man’s evil. 
  Tracking it back to its lair was foolhardy, but your 
  attempt triggered a change in you. As a Storm Knight 
  you finally had the power to fight back.
  QuOTe
  “It’s easier to stop fearing a thing once you have the 
  power to destroy it.“
  DescripTiOn
  Battling monsters is a dangerous profession, and you 
  bear numerous scars attesting to that fact. Only some of 
  those scars are visible. Victorians prefer modest dress, 
  even in excruciating heat, and you’re no exception. 
  Your distinctive coat made of strange leather and the 
  ornately decorated, oversized Slayer’s Gun you carry 
  are both giveaways to your profession.
  agenDa
  The destruction of evil is an imperative. If left to 
  fester, monsters only become more vile and powerful. 
  The High Lords, for all their tricks and facades, are 
  just more monsters for you to stalk and terminate.
  THE MONSTER 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
  10
  Fire Combat
  Dex
  +2
  12
  Melee Weapons
  Dex
  +1
  11
  Missile Weapons
  Dex
  10
  Unarmed Combat
  Dex
  10
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  8
  Maneuver
  Dex
  +1
  11
  Taunt
  Cha
  6
  Trick
  Mind
  +1
  10
  Other
  Attribute
  Skill Adds
  Value
  Dodge
  Dex
  +2
  12
  Evidence Analysis
  Mind
  +1
  10
  Find
  Mind
  +2
  11
  First Aid
  Mind
  +1
  10
  Reality
  Spirit
  +2
  10
  Stealth
  Dex
  +1
  11
  Scholar
  Mind
  +1
  10
  Survival
  Mind
  +1
  10
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  Two Glock 9mm (fire combat)
  22
  13
  15
  10/25/40
  —
  Machete (melee weapons)
  16
  Str +2 (9)
  —
  —
  Survival tests become Favored
  Unarmed (unarmed combat)
  —
  Str +0 (7)
  —
  —
  —
  EQUIPMENT
  Item
  Axiom
  Notes
  Backpack
  8
  For carrying treasures
  Extra Magazines
  19
  Five extra magazines
  Grappling Hook
  10
  For swinging and climbing
  Climbing Gear
  23
  Use Dexterity to climb
  Mobile Phone
  23
  Phone and applications
  Rope
  8
  30 meters
  Silencers
  23
  One for each Glock
  Torches
  5
  Provide light
  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
  Indomitable
  Testing for Active Defense is Favored
  Tenacious
  Testing to Soak is Favored
  6
  10
  9
  8
  7
  12
  11
  10
  3
  8
  6
  23
  9
  23
  Human
  Core Earth
  The Relic Raider
  Alpha
  8
  1
  10
  30
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  Overview
  Before the Possibility Wars you were interested in 
  archeology, but it wasn’t your career. As the world 
  began to change, the tombs, crypts, and shrines across 
  the planet changed into sources of danger and power. 
  You changed too, and now you’re quick, clever, and 
  bold enough to find the relics hidden within such sites.
  The rewards of such expeditions are worth the 
  risk. Some dark places hide information about the 
  Possibility Raiders or the monsters who serve them. 
  Others contain treasures, and the most valuable are 
  artifacts called Eternity Shards—desperately sought 
  by both the Delphi Council and the High Lords.
  TacTics
  Your high Dexterity and dodge allow you to take huge 
  risks and usually escape unscathed. Your defenses in 
  melee aren’t as good, so keep your distance whenever 
  possible. Your machete is a weapon of last resort, but 
  is handy when drawn along with a pistol to gain your 
  melee weapons defense against nearby foes. The other 
  option is blazing away with two pistols at a time, 
  which gives a +2 bonus to hit!
  Use maneuver to set up an opponent, especially if it’s 
  an Approved Action. 
  MOMenT Of crisis
  When the Night of Screams fell you pitched in to help 
  when the first wave of devastation hit. As the monsters 
  came, everyone else died. The moment may have 
  come when you fought back against the creatures and 
  defeated one by maneuvering it into a deadly trap. Or 
  it may have come from carrying a wounded victim to 
  safety. 
  QuOTe
  “It belongs in a museum! Well, perhaps not, but there’s  
  no way I’m letting you have it!“
  DescripTiOn
  You are fashionable, and prefer bright colors and 
  an eclectic mixture of the modern efficiency and 
  traditional style. You are daring, earnest, and level-
  headed. You secretly enjoy irritating Victorians.
  agenDa
  Eternity Shards are important artifacts. Not just 
  culturally, but for the clues they offer about how reality 
  functions and the power they contain. Whatever they 
  are, you need to find them, and keep them out of the 
  hands of the High Lords.
  naMes
  Anishaa, Bhaanu, Dara, Ganjan, Kantha, Maalya, 
  Navya, Padma, Rahel
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Situational Awareness
  □ (7 XP) Endurance
  □ (1 XP) faith +1
  □ (2 XP) scholar +2
  □ (3 XP) fire combat +3
  □ (3 XP) reality +3
  □ (4 XP) dodge +4
  □ (5 XP) dodge +5
  THE RELIC RAIDER
  
  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
  +3
  12
  Missile Weapons
  Dex
  9
  Unarmed Combat
  Dex
  9
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  8
  Maneuver
  Dex
  +1
  10
  Taunt
  Cha
  6
  Trick
  Mind
  +1
  9
  Other
  Attribute
  Skill Adds
  Value
  Computers
  Mind
  +1
  9
  Dodge
  Dex
  +2
  11
  Find
  Mind
  +1
  9
  Evidence Analysis
  Mind
  +1
  9
  Land Vehicles
  Dex
  +2
  12
  Reality
  Spirit
  +1
  9
  Science
  Mind
  +1
  9
  Stealth
  Dex
  +1
  11
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  Electric Katana (melee weapons)
  24
  Str +4 (13)
  —
  —
  Armor Piercing 2
  SC Kyogo 144 SMG (fire combat)
  24
  13
  45
  20/40/80
  Short Burst
  Unarmed (unarmed combat)
  —
  Str +0 (9)
  —
  —
  —
  EQUIPMENT
  Item
  Axiom
  Notes
  Smoke Pellets
  24
  2 meter radius smoke, Visibility –2
  ARMOR
  Armor
  Axiom
  Adds
  Notes
  Ion Gusoku
  24
  +4
  Fatigues, 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
  Ion Gusoku
  Gain Ion Gusoku and Katana
  Trademark Weapon
  Reroll 1s on Electric Katana bonus dice 
  damage
  6
  9
  8
  8
  9
  11
  12
  9
  8
  3
  4
  24
  8
  24
  Human
  Pan-Pacifica
  The Electric Samurai
  Alpha
  13
  4
  9
  27
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  Overview
  The Electric Samurai are a group of modern-day 
  warriors who follow the ancient code of Bushido, but 
  using ultra-modern weapons and armor. The origins 
  of the movement are muddled, a strange meeting of 
  punk youth culture and the staid descendants of the 
  the original samurai. Membership is by invitation 
  only, and invitations are only extended to those who 
  prove themselves worthy both in and out of battle. 
  Stormers and other foes may wear the same armor or 
  wield similar weapons, but they are not true samurai. It 
  is the duty of the chosen to challenge such pretenders.
  TacTics
  Your primary weapon is your electric katana, which 
  deals amazing damage and pierces armor. There’s 
  no dishonor in being practical, so your SC Kyogo 
  144 SMG is useful for evening the odds against large 
  numbers of weaker opponents. Take advantage of the 
  submachinegun’s huge ammunition clip and use Long 
  Bursts often. Most of your interactions are strong, try 
  to use them when they’re Approved Actions—except 
  for taunt. Petty insults are frivolous and distasteful.
  MOMenT Of crisis
  When the Contagion first appeared you worked as 
  a bio-engineer, with a specialty in genetic research. 
  Before anyone understood what was happening a 
  jiangshi broke containment and began slaughtering 
  your co-workers. Perhaps it was the years of Kendo 
  lessons that helped you fight off the creature. Or 
  maybe it was the calm and methodical way you 
  rescued the patients and personnel nearby. Either 
  way, it triggered a change in you, and also drew the 
  attention of the Electric Samurai movement.
  QuOTe
  “I wouldn’t soil my blade on a foe such as you.“
  DescripTiOn
  The ion gusoku and electric katana are the unmistakable 
  trademarks of the Electric Samurai. Rigid control and 
  impeccable manners are ideals you strive for, but have 
  never quite attained.
  agenDa
  The eight virtues of Bushido compel you to battle the 
  Possibility Raiders and the Contagion—and to protect 
  the innocent people threatened by both. Follow the 
  code. Be righteous, heroic, compassionate, polite, 
  honest, honorable, loyal, and disciplined—even when 
  it’s inconvenient. 
  naMes
  Akimi, Haruka, Izumi, Jun, Kazumi, Maru, Riku, 
  Shigeri, Tomo
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Unflinching
  □ (7 XP) Ion Gusoku (Lightning Sheath)
  □ (1 XP) missile weapons +1
  □ (2 XP) reality +2
  □ (3 XP) dodge +3
  □ (3 XP) land vehicles +3
  □ (4 XP) melee weapons +4
  □ (5 XP) melee weapons +5
  THE ELECTRIC SAMURAI
  
  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
  +2
  12
  Melee Weapons
  Dex
  10
  Missile Weapons
  Dex
  10
  Unarmed Combat
  Dex
  +3
  13
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  +1
  9
  Maneuver
  Dex
  +1
  11
  Taunt
  Cha
  +1
  7
  Trick
  Mind
  8
  Other
  Attribute
  Skill Adds
  Value
  Dodge
  Dex
  +2
  12
  Evidence Analysis
  Mind
  +1
  9
  Find
  Mind
  +1
  9
  Land Vehicles
  Dex
  +1
  11
  Lock Picking
  Dex
  +1
  11
  Reality
  Spirit
  +1
  9
  Streetwise
  Cha
  +1
  7
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  Two Glock 9mms (fire combat)
  22
  13
  15
  10/25/40
  —
  Unarmed (unarmed combat)
  —
  Str +2 (10)
  —
  —
  —
  EQUIPMENT
  Item
  Axiom
  Notes
  Extra Magazines
  22
  Five extra Glock magazines
  Flashlight
  20
  Provides light
  Police Badge
  22
  Local legal authority
  Mobile Phone
  23
  Phone and applications
  Speedcuffs
  22
  Restrain a target
  Stylish Clothing
  22
  Looking good has no quitting time
  Sunglasses
  18
  Keeps away the glare
  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
  Block Strike
  1 Shock to melee attack when missed
  Brawler
  +2 unarmed damage
  6
  10
  8
  8
  8
  12
  10
  13
  3
  8
  4
  24
  8
  24
  Human
  Pan-Pacifica
  The Hardboiled Detective
  Alpha
  9
  1
  10
  30
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  Overview
  Years on the mean streets of Hong Kong have hardened 
  you into a lethal weapon. Transcending into a Storm 
  Knight only heightened your abilities. First and 
  foremost, you investigate crimes. You’ve been trained 
  to follow leads, question witnesses, and uphold law 
  and order. When the bad guys resist arrest, and they 
  always resist arrest, things get violent and your other 
  skills come into play.
  TacTics
  You are a crack shot, and have the firepower of a small 
  army when blazing away with your two 9mm pistols. 
  Your high dodge and unarmed combat provide solid 
  defenses against opponents at any distance. Maneuver 
  is your strong interaction, try to use it whenever it’s 
  an Approved Action. The Block Strike Perk lets you 
  punish a melee attacker who misses you—so long as 
  you have the Shock to burn. You may use an unarmed 
  attack even while both pistols are equipped; you just 
  kick or strike with your elbows.
  MOMenT Of crisis
  Something big was going down, 
  and some corporate type named 
  “Kanawa“ was at the center of it. You were threatened 
  with suspension and asked to let it go by your 
  superiors. Someone even tried to kill you. You stayed 
  on the case, even after the Contagion began, and your 
  stubborn pursuit triggered a subtle transformation. 
  Alternatively, the change may have come when you 
  defended a group of supposedly infected refugees 
  from a murderous Kanawa Corporation “Containment 
  Team.“
  QuOTe
  “Whether it’s jiangshi, criminals, or invaders from 
  another reality, one bullet can still make a difference.“
  DescripTiOn
  Others may scoff at your leather jacket, but it’s truly 
  a timeless fashion accessory. Plus it hides your two 
  shoulder holsters very well. Your badge is useful in 
  Hong Kong where you have jurisdiction, but it may 
  work elsewhere in Pan-Pacifica so long as people 
  don’t look at it too closely! You are intense, and don’t 
  tolerate disrespect toward you or your badge.
  agenDa
  The Kanawa Corporation is hiding something, a 
  connection to the other Possibility Raiders or the 
  Contagion. Whatever is going on, it could shake all of 
  Pan-Pacifica. Good or bad, your job is to discover the 
  truth.
  naMes
  Bao, Curry, Dee, Eagle, Jin, Li, Ling, Shooter, Whiskey, 
  Zhang
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Double Tap
  □ (7 XP) Ki Strike
  □ (1 XP) persuasion +1
  □ (2 XP) reality +2
  □ (3 XP) dodge +3
  □ (3 XP) unarmed combat +3
  □ (4 XP) fire combat +4
  □ (5 XP) fire combat +5
  THE HARDBOILED DETECTIVE
  
  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
  +1
  9
  Fire Combat
  Dex
  +1
  9
  Melee Weapons
  Dex
  8
  Missile Weapons
  Dex
  8
  Unarmed Combat
  Dex
  +1
  9
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  9
  Maneuver
  Dex
  8
  Taunt
  Cha
  +1
  9
  Trick
  Mind
  +1
  9
  Other
  Attribute
  Skill Adds
  Value
  Dodge
  Dex
  +2
  10
  Find
  Mind
  +1
  9
  Kinesis
  Spirit
  +3
  12
  Land Vehicles
  Dex
  +1
  9
  Reality
  Spirit
  +2
  11
  Survival
  Mind
  +1
  9
  Willpower
  Spirit
  +1
  10
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  Pain Gauntlet (unarmed combat)
  25
  Str +1 (8)
   —
  25 with telekinesis
  Deals +1 Shock
  Thav-9 SMG (fire combat)
  25
  13
  60
  20/40/80
  Short Burst
  Unarmed (unarmed combat)
  —
  Str +0 (7)
  —
  —
  —
  EQUIPMENT
  Item
  Axiom
  Notes
  Caltrops
  14
  Maneuver becomes Favored
  Extra Magazines
  22
  Five reloads for Thav-9
  Flares
  21
  Provide light, may start fires
  ARMOR
  Armor
  Axiom
  Adds
  Notes
  Leather Armor
  8
  +1
  Max Dex 10
  Stab Vest
  22
  +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
  Spend Possibility to counter Conflict 
  Line
  Psionic
  Gain powers (energize, telekinesis, 
  telekinetic barrier)
  8
  8
  8
  9
  7
  10
  8
  9
  3
  9
  12
  25
  4
  25
  The Race (Human)
  Tharkold
  The Resistance Fighter
  Alpha
  10
  3
  8
  24
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  Overview
  The Race are humans native to Tharkold. They have 
  struggled in servitude to the technodemons who have 
  ruled there for centuries. The resistance has been 
  around in various forms since the Race was subjugated, 
  but the power and reach of the technodemons limited 
  its accomplishments to mere survival—until now. 
  Tharkold’s ill-fated attack on Core Earth created an 
  opportunity, and now the beleaguered members of 
  the resistance are seizing the moment and making the 
  most of it.
  TacTics
  Your Thav-9 is a deadly submachinegun, and its 
  volume of fire makes up for your relative inexperience 
  with it. Psychic power is where you shine. Energize is 
  draining, but the boost to your Dexterity enhances all 
  your attacks and defenses, and the boost to Strength 
  increases your Toughness and melee damage. The 
  Max Dex on your armor is high enough to allow 
  you the full benefit of both bonuses. Telekinesis adds 
  versatility, and lets you use your pain gauntlet to 
  grapple and attack at range—and use kinesis to attack 
  and use your Mind instead of Strength for damage. 
  Your secret weapon is your leadership potential. 
  Bolster can eliminate harmful effects from a Drama 
  card (such as Confused, Fatigue or even a Surge) and 
  swing the tide of battle.
  MOMenT Of crisis
  A lifetime of servitude came to an end when you 
  stood up for a fellow slave and said, “No!“ to the 
  technodemons. That moment also unlocked the 
  psionic powers that enabled you both to survive! 
  Alternatively, the moment may have come once you 
  arrived on Core Earth, when the lower Tech Axiom 
  disabled your slave collar and you incited a small 
  rebellion.
  QuOTe
  “Cast off your shackles and fight! Fight with your 
  thoughts, with your guns, or with your bare hands if 
  you have to.“
  DescripTiOn
  Members of the resistance wear armor cobbled 
  together from anything they can find. Resources are 
  scarce in Tharkold, and the situation isn’t much better 
  on Earth. What your outfit lacks in looks it makes up 
  for in practical protection. You have a forceful bearing 
  and intense passion that makes people take you 
  seriously.
  agenDa
  The ultimate goal of the resistance is freedom for the 
  Race, and all people, now and forever. The High Lords 
  are all obstacles to that goal. 
  naMes
  Aren, Caron, Dalia, Ibis, Kellan, Leya, Mani, Sabra, 
  Theta, Zoya
  aDvanceMenT Track (OpTiOnal)
  □ (5 XP) Psionic (strangle)
  □ (7 XP) Natural Leader
  □ (1 XP) persuasion +1
  □ (2 XP) fire combat +2
  □ (3 XP) fire combat +3
  □ (4 XP) kinesis +4
  □ (5 XP) kinesis +5
  □ (3 XP) reality +3
  THE RESISTANCE FIGHTER
  
  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
  +3
  11
  Missile Weapons
  Dex
  +1
  9
  Unarmed Combat
  Dex
  8
  Interaction Skills
  Attribute
  Skill Adds
  Value
  Intimidation
  Spirit
  +2
  10
  Maneuver
  Dex
  8
  Taunt
  Cha
  +1
  7
  Trick
  Mind
  6
  Other
  Attribute
  Skill Adds
  Value
  Dodge
  Dex
  +1
  9
  Find
  Mind
  +2
  8
  Heavy Weapons
  Dex
  +1
  9
  Land Vehicles
  Dex
  +1
  9
  Lock Picking
  Dex
  +1
  9
  Reality
  Spirit
  +1
  9
  Survival
  Mind
  +1
  7
  WEAPONS
  Weapon
  Axiom
  Damage
  Ammo
  Range
  Notes
  Impact Hammer (melee weapons)
  25
  Str +4 (18)
  —
  —
  Stymies on hit, Vulnerable on a miss
  Net Launcher (missile weapons)
  24
  5
  1
  5/10/15
  Small Blast, Grapples
  Unarmed (unarmed combat)
  —
  Str +0 (14)
  —
  —
  (Includes Digan CyberArm)
  EQUIPMENT
  Item
  Axiom
  Notes
  Filter Mask
  24
  Screens breathable toxins
  Flares
  21
  Provide light, may start fires
  Radiation Detector
  21
  +4 find vs radioactive items
  ARMOR
  Armor
  Axiom
  Adds
  Notes
  Diffrax Armor
  25
  +3
  Max Dex 8, Fatigues, adds 
  to dodge vs energy weapons
  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
  Occultech
  Digan CyberArm (+2 Strength if used), 
  Thav Radiation Filter (heal radiation 
  damage)
  Whirlwind
  Ignore first 2 Multi-Target penalties on 
  melee weapons
  6
  8
  6
  8
  12
  9
  11
  8
  3
  8
  12
  25
  4
  25
  Human
  Tharkold
  The Scrapper
  Alpha
  15
  3
  8
  24
  Movement
  Run
  Total
   Toughness
  Armor
  Name
  Race   
   
   
  Cosm
  Axioms: Magic          Social          Spirit           Tech          Clearance Level
  Total XP  
  Unspent  
  
  Overview
  When the Russians hit the Tharkold maelstrom bridge 
  with a nuclear weapon, the fallout was devastating 
  for both sides. Hardy humans now scavenge the vast, 
  irradiated Blasted Land, searching for useful bits of 
  technodemon machinery to salvage, sell, or use.
  You were once a soldier in the Russian army, but 
  the horror of the Battle of Moscow and the crushing 
  disappointment of the government’s cooperation with 
  the demons after the battle put an end to those days.
  TacTics
  Your impact hammer is an extremely powerful weapon, 
  especially when wielded with your high Strength. 
  Your best plan is usually to get into the middle of the 
  bad guys and start swinging! Your CyberArm adds 
  even more Strength to the attack. Your interactions 
  aren’t very strong compared to your hammer, but are 
  worth a try when they are Approved Actions. If your 
  opponents remain out of reach, try to find discarded 
  firearms or use intimidation on them.
  MOMenT Of crisis
  After the Battle of Moscow, desertion was your only 
  option. The Blasted Land called to you, offering you 
  a clean death far away from politics and betrayal. 
  Instead you found people there, desperate ones beset 
  by the abominations the fallout created. Slaying one of 
  those beasts may have triggered your transformation 
  into a Storm Knight, or perhaps it was rescuing that 
  family without negotiating a price first.
  QuOTe
  “There is Russian saying: ’revenge is dish best served 
  cold.’ It is very cold in Russia, mudak.“
  DescripTiOn
  You are tall, broad-shouldered, and built like a 
  tank. Everyone in the Blasted Land wears similar 
  apparel— made from whatever mismatched clothing 
  and armor is handy or resilient enough to last. You 
  pretend to be cynical and sarcastic, but underneath 
  you are actually optimistic and idealistic. Your impact 
  hammer is always obvious, an oversized device made 
  for technodemons. Even at rest it hums with sinister 
  energy.
  agenDa
  Friendship and loyalty are at the heart of your 
  actions—not that you allow anyone to discover 
  that. You use a pretense of greed to hide your soft 
  heart. 
  naMes
  Anton, Gennadi, Jenya, Lev, Nikita, Sasha, Valya, 
  Vitya, Yaro
  aDvanceMenT Track (OpTiOnal)
  □ (1 XP) energy weapons +1
  □ (5 XP) Occultech (Vav Sensation Suppressor)
  □ (2 XP) survival +2
  □ (7 XP) Relentless
  □ (3 XP) find +3
  □ (4 XP) melee weapons +4
  □ (5 XP) melee weapons +5
  □ (3 XP) intimidation +3
  THE SCRAPPER
  
SOURCE: textdata/thevault/Torg Eternity/Torg Eternity Corebook/Archetypes.pdf