View Source

The OmniSphere: Earth Beta, the Unseen World

On the surface of things, our world appears to be very similar to yours. Almost identical, in fact. Twenty-first Century, big cities, lots of cars, nasty pollution, crazy politicians, a lizard person for President... Oh, you don’t have that? Just joking, neither do we. Though honestly I wouldn’t be surprised if that was the case. The guy is pretty crazy.
But while on the surface our world may appear much like yours, it is anything but. In your world magic grew old and weak. Maybe even dead. Here on the other hand, it is alive and well, though it is kept hidden. Most people have no idea that there is another world right under their noses, just out of sight. Either that or they just are too afraid to believe that those things they saw in the shadows were more than just their imagination. It is much easier to believe that the world is neat and ordered and figured out. Unfortunately, that is just an illusion. The real world is far worse. Welcome to the Hidden World.

Magic is very real, and so is every monster and horror from myth, legend, and local ghost stories. Well, maybe not all of them, but you get the point. The truth is kept a secret from most of the human population of the world, which isn’t nearly as hard as you think. People want to believe that their world is normal, so they make up excuses for themselves without us even having to make an effort. That horrifying thing you saw in the shadows was definitely just a trick of your sleep-deprived mind. The monstrous chunk bitten out of the victim’s neck was undoubtedly from some sort of wild animal. It doesn’t matter that you are in a densely populated area, miles away from the nearest wilderness or zoo, or that the vic’s body was completely drained of blood. That guy on the news eating a man’s face and getting shot over a dozen times by police before finally going down? Bath salts. Definitely not a zombie. Why? Because there is no such thing as magic.

This mantra has done a better job of hiding the truth about magic than any cover-up or memory wiping ever could. However, this does manage to provide the masses with some small amount of protection. You see, magic is all about belief. This stubborn refusal to disbelieve in magic despite all evidence to the contrary keeps the average human from catching the attention of whatever creepy crawler comes passing by. This protection isn’t perfect of course, because if something is hungry and you are the nearest thing no amount of cynicism will keep you from getting eaten.

The things that hide in the dark places of our world, or within the dimensions just at the edge of it, come in every shape, size, color, and any other category you can think of. Goblins and gremlins, dragons and dwarves, skin walkers and strigoi, oni and rakshasa, all real. Some stick to the shadows and gutters, while others are able to disguise themselves as us, living among us and even claiming positions of power in corporations and governments.

Humans aren’t completely left out in this world of magic, however. There are a lot of us actually, those who don’t repeat that senseless mantra. Some of us have no magical capacity, but we aren’t going to remain blind. We fight back with what we can, whether that means guns, blades, wealth, or political acumen. Others are a little more... special.

Magic comes in many different forms, but the most foundational principle, other than the importance of belief, is that energy must come from somewhere. Some individuals are born with a greater amount of life energy than others, a pool of energy within them far beyond anything an ordinary person could possess. These who learn to tap into this power become Magi, the wielders of True Magic. There are other forms of magic users as well, but Magi generally look down on them as inferiors, using pilfered magic.

Things get wierder than that as well. In our world, the line between man and monster often becomes blurred. Those infected by a vampire but have not yet turned. Half-monster half-human scions. Magi who have drifted too far down a dark path. Even those that have made deals with entities older than civilization in return for power. In our world, if you ever think you have seen it all, you couldn't be more wrong.

Something is happening in our world. The shadows are lengthening. There is something very old and very dark stirring, something putting even the monsters on edge. Whatever it is, we need to be ready for it. Are you with us?

Species/Archetypes

Human:

Monsters and semi-monsters aren't the only ones in-the-know. There are plenty of us ordinary folk that have had the wool taken off our eyes and aren't willing to put the blindfolds back on. We know that magic is real, and we aren't going to lie down and let the monsters take over. Some of us have some magic up our sleeves, but others just have some good old cold iron and a sawed-off shotgun. Either way, monsters beware.

Human Abilities

Brawn Agility Intellect Cunning Willpower Presence

 2    2     2      2       2       2  

Wound Threshold: 10 + Brawn

Strain Threshold: 10 + Willpower

Starting Experience: 110 xp

Starting Skills: 1 rank in two different non-career skills of your choice

Ready for Anything: One per session as an out-of-turn incidental, you may move one Story Point from the Game Master’s pool to the players’ pool.

Prodigy:

Some people were born with magic. "The Gift", they call it. Well, among those born with magic are special cases that more than just perform magic. They ARE magic. It sings in their blood and guides their every action. If ordinary Magi are insufferably arrogant, then these "prodigies" are impossibly so, or at least most of them are. However, being born with such a natural affinity for magic also often leads them to seek out more powerful and dangerous magics...

Prodigy Abilities

Brawn Agility Intellect Cunning Willpower Presence

 2    2     2      2       3       1  

Wound Threshold: 9 + Brawn

Strain Threshold: 11 + Willpower

Starting Experience: 90 xp

Starting Skills: 1 rank in True Magic

Natural Affinity: Add a Bonus die to all Magic checks (not including Acts of Faith)

Slippery Slope: After rolling a Triumph on any Magic check, immediately lose 1 point of Agency. Resolve the Triumph as normal.

Vampire Neophyte:

Vampires are a plague on this world, a race of parasites that have existed for no one knows how long. They are undead monstrosities that feed on the blood of the living. A vampire can pass their curse on by feeding their blood to a living human, infecting them and changing them. However, the full change into a monster only comes when the neophyte completely drains a living human of their blood, killing them. Until that moment, they retain most of their free will, though the temptation of their Hunger is ever-present. A few of these vampire neophytes resist their curse, forever straddling the line between man and monster.

Vampire Neophyte Abilities

Brawn Agility Intellect Cunning Willpower Presence

 3    3     2      2       1       2  

Wound Threshold: 11 + Brawn

Strain Threshold: 11 + Willpower

Starting Experience: 80 xp

Starting Skills: 1 rank in Perception

Fangs: Can choose to attack with vampric fangs (Brawl; Damage +1; Critical 3; Range [Engaged]; Ensnare 1; Vicious 2).

Blood Call: When damaging a target using fangs, heal wounds equal to wounds inflicted).

Sunlight Sensitivity: While exposed to sunlight, reduce Brawn and Agility by 1, to a minimum of 1, and reduce wound and strain thresholds by 4.

Brute:

Among the denizens of the magical realms are creatures fierce and powerful, with strength and durability beyond human limitations. Trolls, ogres, certain varieties of demon, all are known for their physical prowess. Under certain circumstances, these creatures sometimes have children with mortals, with the results being changelings or scions, half-human half-monster, with the power of their supernatural heritage and the free will of their human origins. Eventually though, they all must make the Choice: will they chose humanity and free will, or power and become a monster themselves?

Brute Abilities

Brawn Agility Intellect Cunning Willpower Presence

 3    2     2      2       2       1  

Wound Threshold: 11 + Brawn

Strain Threshold: 9 + Willpower

Starting Experience: 90 xp

Brute Sub-Types:

Troll Changeling:

Trolls are Unseelie Fae of a particularly nasty sort, very territorial creatures fond of eating children, with unnatural regenerative capabilities. Troll changelings inherit some of their parent's strength and healing, but unfortunately they also inherit some of their looks.

Starting Skills: 1 rank in Brawl or Melee

Regeneration: Whenever healing wounds due to natural rest, heal 1 additional wound. You do not recover additional wounds when receiving first aid or medical treatment. You can regrow lost limbs, which takes roughly about a month before the limb is usable.

Ogre Changeling:

Ogres are the muscle of the Fae, with rock-hard skin and a strange resistance to magic that makes them coveted guards and soldiers among both the Seelie and Unseelie Fae. Ogre changelings aren't quite as durable as their progenitors, but they are certainly not easy to take down.

Starting Skills: 1 rank in Resilience

Magic Resistance: Add one Failure to any Magic checks targeting you.

Demon Scion:

Denizens of the darkest corners of the magical realms, demons feed off negative energies of all kinds, with the more brutish demons feeding off of rage. Scions of this variety of demon are powerful and frightening, but have to constantly resist the urges of their demonic heritage.

Starting Skills: 1 rank in Coercion

Unholy Origins: Blessed/holy weapons count their Crit rating as 1 when used against you, and Acts of Faith checks gain one Bonus die when used against you.

Demonic Claws/Spikes: Demon scions can pull out retractable claws/spikes to add +2 damage to any unarmed Brawl combat checks they make. Their Brawl combat checks also gain the Burn 1 and Vicious 2 qualities, and have a Crit rating of 3.

Strider

While some supernatural creatures are known for their strength, others are known for their speed, agility, or dexterity. From the flighty sylphs to the aquatic nixies, these creatures will occasionally have, generally short-lived, romances with mortals. The changelings and scions that come from such unions face the same challenge all of their kind do. The Choice.

Strider Abilities

Brawn Agility Intellect Cunning Willpower Presence

 1    3     2      2       2       2  

Wound Threshold: 10 + Brawn

Strain Threshold: 11 + Willpower

Starting Experience: 100 xp

Strider Sub-Types

Nixie Changeling:

Spirits of rivers and lakes, nixies are often numbered among the Seelie Fae, but darker Unseelie Nixies exist as well. Nixie changelings possess a natural affinity for water, and each time they return to the water it feels like coming home.

Starting Skills: 1 rank in Athletics

Amphibious: You can breathe underwater without penalty and never suffer movement penalties for traveling through water.

Sylph Changeling:

Spirits of wind and air, Sylphs can embody the calm peace of a summer breeze, or the cutting cold of a winter gale. Sylph changelings inherit their parent's nature lithe forms, as well as their beautiful insect-like wings.

Starting Skills: 1 rank in Coordination

Wings While not large enough to fly, sylph changelings possess wings that allow them to hover off the ground. When hovering, you do not have to spend additional maneuvers when navigating difficult terrain.

Elven Changeling:

Born of the forests of the realms of the Seelie Fae, elves are mysterious, enigmatic beings that are rarely seen in the mortal realm. However, on occasion these nimble Fae venture out into our world and become enamored with a mortal, their children gaining much of their parent's sylvan attributes.

Starting Skills: 1 rank in Perception

Nimble: Elven changelings have a melee and ranged defense of 1.

Charmer:

Many magical creatures are distinctly inhuman. Some are brutish, others alien. Many have frightening appearances. However, there are those among the denizens of the magical realms that are beautiful. Myths and legends abound with beautiful figures that allure men to their deaths, but not all of such creatures desire to kill. Some of them have unions with humans, and the children of these unions inherit much of that same supernatural beauty.

Charmer Abilties

**Brawn Agility Intellect Cunning Willpower Presence

 2    2     2      2       2       3  

Wound Threshold: 8 + Brawn

Strain Threshold: 10 + Willpower

Starting Experience: 80 xp

Charmer Sub-Types

Sidhe Changeling:

The Sidhe are the rulers of the Fae, both beautiful and terrible. While incapable of telling direct lies, the Sidhe are nonetheless master manipulators and deceivers. When one of their kind deigns to show favor to a mortal, the resultant changelings possess a similar beauty, and a similar mastery of deception.

Starting Skills: 1 rank in Deception

Dark Vision: When making skill checks, sidhe changelings remove up to two Setback dice imposed due to darkness.

Nephilim:

Unlike the inhuman beauty of the Sidhe, or the lustful attractiveness of succubi, the beauty of the Nephilim is of the pure, untainted kind, though this too can be deceptive. Nephilim are the result of a union between a human and an angel, and this can include the ranks of the Fallen. In either case, their angelic origins not only give them physical beauty, but a stronger mind and protection against unholy forces.

Starting Skills: 1 rank in Discipline

Angelic Resilience: When targeted by attacks of a demonic/unholy origin, increase their Crit rating by 2.

Succubus Scion:

The ultimate tempters, succubi and inccubi are demons that take the forms of attractive men and women, becoming friends or lovers of mortals in order to lead them slowly and gently down the highway to Hell. The scions that sometimes come from these fiends' efforts possess much of their parent's appearance and charms, but also the free will that comes with humanity.

Starting Skills: 1 rank in Charm

Unholy Origins: Blessed/holy weapons count their Crit rating as 1 when used against you, and Acts of Faith checks gain one Bonus die when used against you.

Devilsh Charms: Using the power of your heritage, you may suffer 2 strain once per check to upgrade the ability of a Charm, Deception, or Negotiation check against a living target within short range.

Skills

General:

Alchemy (Int)

Athletics (Br)

Computers (Int)

Cool (Pr)

Coordination (Ag)

Discipline (Will)

Driving (Ag)

Mechanics (Int)

Medicine (Int)

Perception (Cun)

Resilience (Br)

Skulduggery (Cun)

Stealth (Ag)

Streetwise (Cun)

Survival (Cun)

Vigilance (Will)

Magic:

True Magic (Will): Those who are born with magic in their blood are known as Magi, the wielders of True Magic. They require no complex rituals, nor deals with supernatural entities, to get power. Their power is a part of them. They direct this power through force of will, willing their magic into being and directing its flow with their force of mind.

Ritual (Int): Those not born with magic in their blood can still wield power, if they look in the right places and expend enough effort. Magi in ancient times wrote down spells in tomes, and these spells and rituals still contain power, even now. Ritual magic takes much more time and materials than the evocational power of most Magi, but the results can prove to be even more potent and long lasting.

Bound (Cun): Some have neither a natural affinity for magic nor the patience to seek out lost tomes and ancient scrolls, and instead seek a quick and easy way to power. They often find what they are looking for, as there are plenty of beings out there willing to give power... for a price. Those who take these deals are bound to their masters, and rely on their cunning to get as much power as they can while giving as little freedom as possible in return.

Combat:

Brawl (Br)

Gunnery (Ag)

Melee - Heavy (Br)

Melee - Light (Br)

Ranged - Heavy (Ag)

Ranged - Light (Ag)

Social:

Charm (Pr)

Coercion (Will)

Deception (Cun)

Leadership (Pr)

Negotiation (Pr)

Knowledge:

Education (Int): This shows the character’s basic knowledge of the mortal world, such as history, math, and science. Anything that doesn’t fit into the other two categories falls under this skill.

Supernatural (Int): If Knowledge (Education) shows your knowledge of the mortal world, this shows your knowledge of the other world, the Unseen World. Knowledge of supernatural creatures, spells, and the magical realms all falls under this category.

Forbidden (Int): Among the vast realms of our world, there are some secrets too dark or unnatural to be known even by the denizens of the Unseen World. The dark arts of Necromancy, knowledge of what lies beyond the Outer Gates, the names of ancient evils from before the dawn of man, all are within the realm of forbidden knowledge.

Talents

Tier 1

Block: While holding a shield, may use Parry to reduce damage from ranged attacks (Prerequisites: None, Ranked: No)

Feral Strength: +1 to Brawl and Melee attacks (Prerequisites: None, Ranked: Yes)

Rapid Recovery: When the character recovers strain after an encounter has concluded, he recovers one additional strain per rank in Rapid Recovery (Prerequisites: None, Ranked: Yes)

Strong Arm: Treat thrown weapons as if they had one step greater range, to a maximum of Medium range (Prerequisites: None, Ranked: No)

Tier 2

Armored Spellcaster: Do not add a Setback die to Magic checks due to armor. (Prerequisites: None, Ranked: No)

Bodyguard: Once per round, may suffer a number of strain no greater than ranks in Body Guard to protect one engaged ally. Upgrade difficulty of all combat checks targeting that ally a number of times equal to strain suffered until the end of your next turn (Prerequisites: None, Ranked: No)

Dodge: When your character is targeted by a combat check, they may suffer a number of strain no greater than their ranks in Dodge to upgrade the difficulty of the combat check targeting your character a number of times equal to the strain suffered (Prerequisites: None, Ranked: Yes)

Finesse Can use Agility instead of Brawn for Brawl and Melee (Light) checks (Prerequisites: None, Ranked: No)

Frenzied Attack: When making a Melee or Brawl check, suffer a number of strain to upgrade the attack an equal number of times. The strain suffered may not exceed ranks in Frenzied Attack (Prerequisites: None, Ranked: Yes)

Quick Movement: Can use 2 free maneuvers a round (Prerequisites: None, Ranked: No)

Signature Spell: Choose one Magic action as your “signature spell”, reduce difficulty of checks to use your signature spell by 1 (ex: Attack with the Empowered & Ranged upgrades) (Prerequisites: None, Ranked: No)

Stunning Blow: When making a Melee or Brawl check, may inflict damage as strain instead of wounds (does not ignore soak) (Prerequisites: None, Ranked: No)

Tinkerer: The character makes one piece of equipment more modifiable. He chooses one piece of equipment and increases its number of hard points by 1. He can only do this once per piece of equipment, but can modify a number of pieces of equipment equal to ranks in Tinkerer. If he permanently loses a modified piece of equipment, he may apply Tinkerer to a new one (Prerequisites: None, Ranked: Yes)

Tumble: While engaged with one or more Adversaries, may suffer 2 strain to move to short range as an incidental (Prerequisites: None, Ranked: No)

Wraithbane: Reduce the Critical rating of weapon by 1 when attacking an undead adversary (Prerequisites: None, Ranked: No)

Tier 3

Armor Master: When wearing armor, increase total soak value by 1 (Prerequisites: None, Ranked: No)

Careful Planning: Once per game session, the character can choose to introduce a “fact: or additional context directly into the narrative as if he had spent a Story Point (Prerequisites: None, Ranked: No)

Deadly Accuracy: Choose one combat skill. The character may add his ranks in that combat skill as additional damage to one hit of a successful attack made with that skill with non -vehicle weapons (Prerequisites: None, Ranked: No)

Enduring: +1 Soak value (Prerequisites: None, Ranked: Yes)

Freerunning: Suffer 1 strain when making a Move maneuver to move to any location within short range (Prerequisites: None, Ranked: No)

Lethal Blows: Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents (Prerequisites: None, Ranked: No)

Nobody’s Fool: May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool (Prerequisites: None, Ranked: Yes)

Plausible Deniability: May make a Hard Coercion check. If successful, you convince one uninvolved bystander NPC per Success to leave the scene without asking questions. If interrogated about the matter later, these NPCs deny having seen anything or have forgotten anything of importance. (Prerequisites: None, Ranked: No)

Precise Aim: Once per round, may perform Precise Aim maneuver. Suffer a number of strain no greater than ranks in Precise Aim, then reduce target’s melee and ranged defense by that number (Prerequisites: None, Ranked: Yes)

Quicken Spell: Once per session, the character may suffer 2 strain to use a spell as a maneuver (Prerequisites: None, Ranked: No)

Touch of Fate: Once per game session, the character may add two Bonus dice to any one skill check (Prerequisites: None, Ranked: No)

Unarmed Parry: May Parry while unarmed. Reduce strain cost to Parry while unarmed by 1 (to a minimum of 1) (Prerequisites: Parry, Ranked: No)

Valuable Facts: Once per encounter, the character may make a Hard Knowledge check. If successful, the character may add a Triumph to any one check made by an allied character during the encounter. The subsequent check should relate in some way to the facts the character learned, or the player should come up with an explanation for why the information the character learned is instrumental in the success of the ally’s check (Prerequisites: None, Ranked: No)

Tier 4:

Armor Master (Improved): When wearing armor with a soak value of 2 or higher, increase defense by 1 (Prerequisites: Armor Master, Ranked: No)

Intense Focus: Before making a skill check, may perform the Intense Focus maneuver. Suffer 1 strain and upgrade the ability of the skill check once (Prerequisites: None, Ranked: No)

Magic Resistance: Whenever you are being targeted by a negative spell, the caster adds two Setback dice to the check. When making a check to resist a negative magic effect, you may add two Bonus dice to the check (Prerequisites: None, Ranked: No)

Savage Sweep: Increase difficulty of Melee or Brawl check by 1 to perform Savage Sweep action. May spend 2 Advantages to hit additional engaged targets (Prerequisites: None, Ranked: No)

Tier 5:

Coordination Dodge: When targeted by a combat check, may spend 1 Story Point to add Failures equal to ranks in Coordination to check. (Prerequisites: None, Ranked: No)

Weapons, Armor, & Gear

Weapons

Brawl Weapons:

Brass Knuckles (Skill: Brawl; Damage: +1; Critical: 4; Range: Engaged; Encumbrance: 1; Price: 40; Rarity: 1; Special: Disorient 3)

Melee Weapons:

Axe (Skill: Melee (Light); Damage: +3; Critical 3; Range: Engaged; Encumbrance: 2; Price: 150; Rarity: 2; Special: Vicious 1)

Combat Knife (Skill: Melee [Light]; Damage: +1; Critical: 3; Range: Engaged; Encumbrance: 1; Price: 50; Rarity: 1; Special: Pierce 1)

Collapsible Baton/Club (Skill: Melee [Light]; Damage: +2; Critical: 3; Range: Engaged; Encumbrance: 1; Price: 70; Rarity: 2)

Greataxe (Skill: Melee [Heavy]; Damage: +4; Critical 3; Range: Engaged; Encumbrance: 4; Price: 300; Rarity: 5; Special: Cumbersome 3, Pierce 2, Vicious 1)

Greathammer (Skill: Melee [Heavy]; Damage: +5; Critical: 4; Range: Engaged; Encumbrance: 4; Price: 700; Rarity: 6; Special: Cumbersome 4, Disorient 3, Pierce 2, Inaccurate 1, Sunder)

Greatsword (Skill: Melee [Heavy]; Damage: +4; Critical 2; Range: Engaged; Encumbrance: 3; Price: 300; Rarity: 5; Special: Defensive 1, Pierce 1, Unwieldy 3)

Halberd (Skill: Melee [Heavy]; Damage: +3; Critical 3; Range: Engaged; Encumbrance: 5; Price: 250; Rarity: 4; Special: Defensive 1, Pierce 3)

Light Spear (Skill: Melee [Light]; Damage: +2; Critical 4; Range: Engaged; Encumbrance: 2; Price: 90; Rarity: 2; Special: Accurate 1, Defensive 1)

Mace (Skill: Melee [Light]; Damage: +3; Critical 4; Range: Engaged; Encumbrance: 2; Price: 75; Rarity: 2)

Shield (Skill: Melee [Light]; Damage: +0; Critical 6; Range: Engaged; Encumbrance: 2; Price: 80; Rarity: 2; Special: Defensive 1, Deflection 1, Inaccurate 1, Knockdown)

Stun Gun (Skill: Melee [Light]; Damage: 5; Critical: 6; Range: Engaged; Encumbrance: 1; Price: 100; Rarity: 1; Special: Stun 3, Stun Damage)

Sword (Skill: Melee [Light]; Damage: +3; Critical: 2; Range: Engaged; Encumbrance: 1; Price: 200; Rarity: 3; Special: Defensive 1)

Tower Shield (Skill: Melee [Light]; Damage: +0; Critical: 6; Range: Engaged; Encumbrance: 3; Price: 120; Rarity: 4; Special: Cumbersome 3, Defensive 2, Deflection 2, Inaccurate 2)

Ranged Weapons:

Assault Rifle (Skill: Ranged [Heavy]; Damage: 8; Critical: 3; Range: Long; Encumbrance: 4; Price: 1,000; Rarity: 7; Special: Auto-fire)

Bow (Skill: Ranged [Heavy]; Damage: 7; Critical 3; Range: Medium; Encumbrance: 2; Price: 275; Rarity: 3; Special: Unwieldy 2)

Crossbow (Skill: Ranged [Heavy]; Damage: 7; Critical 2; Range: Medium; Encumbrance: 3; Price: 600; Rarity: 4; Special: Pierce 2, Prepare 1)

Heavy Pistol (Skill: Ranged [Light]; Damage: 6; Critical: 3; Range: Medium; Encumbrance: 1; Price: 300; Rarity: 3)

Light Pistol (Skill: Ranged [Light] Damage: 5; Critical: 4; Range: Short; Encumbrance: 1; Price: 100; Rarity: 3)

Longbow (Skill: Rangd [Heavy]; Damage: 8; Critical 3; Range: Long; Encumbrance: 3; Price: 450; Rarity: 5; Special: Unwieldy 3)

Machine Gun (Skill: Gunnery; Damage: 10; Critical: 3; Range: Long; Encumbrance: 6; Price: 1,500; Rarity: 6; Special: Auto-fire, Cumbersome 2; Pierce 2, Vicious 2)

Portable Missile Launcher (Skill: Gunnery; Damage: 20; Critical: 2; Range: Extreme; Encumbrance: 8; Price: 100,000; Rarity: 8; Special: Blast 10, Breach 2, Cumbersome 3, Guided 3, Limited Ammo 1, Prepare 1)

Shotgun (Skill: Ranged [Heavy]; Damage: 8; Critical: 3; Range: Short; Encumbrance: 3; Price: 500; Rarity: 3; Special: Blast 4, Knockdown, Vicious 3)

Submachine Gun (Skill: Ranged [Light] Damage: 5; Critical: 3; Range: Medium; Encumbrance: 6; Price: 400; Rarity: 6; Special: Auto-fire)

Sniper Rifle (Skill: Ranged [Heavy]; Damage: 9; Critical: 2; Range: Extreme; Encumbrance: 4; Price: 1,200; Rarity: 6; Special: Accurate 2, Limited Ammo 4, Pierce 2)

Armor

Modern Armor:

Flak Vest (Soak: +2; Defense: 0; Encumbrance: 3; Price: 475; Rarity: 5)

Ghillie Suit (Soak: +0; Defense: 1; Encumbrance: 1; Price: 95; Rarity: 4)

Heavy Clothing (Soak: +1; Defense: 0; Encumbrance: 1; Price: 50; Rarity: 1)

Riot Armor (Soak: +1; Defense: 2; Encumbrance: 5; Price: 675; Rarity: 6)

Archaic Armor:

Chainmail: (Soak: +2; Defense: 0; Encumbrance: 3; Price: 550; Rarity: 5; Special: Add a Setback die to Stealth checks)

Heavy Robes: (Soak: 0; Defense: 1; Encumbrance: 1; Price: 45; Rarity: 1)

Magic Plate: (Soak: +2; Defense: 2; Encumbrance: 3; Price: 24,00; Rarity: 9; Special: Does not have any of the penalties of normal plate armor)

Plate Armor: (Soak: +2; Defense: 1; Encumbrance: 4; Price: 1,250; Rarity: 7; Special: Adds two Setback die to Stealth checks)

Gear

Equipment:

Backpack (Encumbrance: -; Price: 50; Rarity: 3; Special: Increases Encumbrance threshold by 4)

Backpack of Holding (Encumbrance: 2; Price: 600; Rarity: 8; Special: Can carry items up to 12 encumbrance total without increasing character's encumbrance)

Cell Phone (Encumbrance: 0; Price: 100; Rarity: 3; Special: Can use to communicate with other phones; price can be upgraded to 250 for a “smart phone” [gains same capacities as a tablet] or 1000 for an encrypted cell phone. The encryption requires a Daunting Computers check to break through)

Extra Clip (Encumbrance: 0; Price: 25; Rarity: 2; Special: Can use a maneuver to reload a gun)

Stone of Glamour (Encumbranc: 1; Price: 1000; Rarity: 7; Special: Makes the character appear to be dressed normally to those without knowledge of the supernatural, no matter what they are wearing)

Handcuffs (Encumbrance: 0; Price: 25; Rarity: 2; Special: Can put a subdued individual in handcuffs, takes a Hard Athletics or Coordination check to remove)

Night Vision Goggles (Encumbrance: 1; Price: 500; Rarity: 5; Special: Removes two Setback dice added to checks due to darkness)

Painkiller (Encumbrance: 0; Price: 25; Rarity: 2; Special: Can use a maneuver to use painkiller, reducing wounds by 5 [effectiveness decreases by 1 with each use])

Personal Radio (Encumbrance: 1; Price: 25; Rarity: 1; Special: Can be used to communicate with other radios)

Portable Medkit (Encumbrance: 2; Price: 200; Rarity: 4; Special: Allows characters to perform Medicine checks without penalty, adds an Advantage to Medicine checks)

Spellthorn Collar: (Encumbrance: 1; Price: 2000; Rarity: 8; Special: Removes an individual’s ability to use Magic skills)

Tablet (Encumbrance: 1; Price: 200; Rarity: 3; Special: Can be used to do anything a computer can do)

Thieves' Tools (Encumbrane: 1; Price: 75; Rarity: 5; Special: Allows your character to attempt to open any mechanical locks or latches, when making a Skulduggery check to do so, add an Advantage to the check)

Magical Implements:

Druidic Circlet (Damage: +0; Encumbrance: 0; Price: 750; Rarity: 5; Special: Adding Summon Ally effect to Conjure does not increase difficulty, creatures summoned remain until end of the encounter)

Holy Icon (Damage: +0; Encumbrance: 0; Price: 250; Rarity: 4; Special: When performing Acts of Faith, adding Faith Only effects increase the spell's difficulty one less than they would normally. In addition, the number of wounds healed by heal spells cast by the user increases by two)

Magic Orb (Damage: +3; Encumbrance: 1; Price: 1000; Rarity: 6; Special: Adding Additional Target/Additional Summon does not increase difficulty)

Magic Ring (Damage: +2; Encumbrance: 0; Price: 10,000; Rarity: 8; Special: Choose two Magic upgrades that increase difficulty by one, and one Magic upgrade that increases difficulty by 2. Those upgrades do not increase the difficulty. Instead, upgrade difficulty of all Magic checks made using the Ring)

Magic Staff (Damage: +4; Encumbrance: 2; Price: 400; Rarity: 3; Special: First Range upgrade does not increase difficulty)

Magic Wand (Damage: +3; Encumbrance: 1; Price: 400; Rarity: 5; Special: Choose a Magic upgrade that increases check difficulty by 1. That upgrade does not increase difficulty)

Vehicles

Cars

Four-Door Automobile

|Silhouette| |Max Speed| |Handling|

   2         4        +0 

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

  0      0        4             5   

Control Skill: Driving

Complement: 1 driver

Passenger Capacity: 3 (5 uncomfortably)

Consumables: None

Encumbrance Capacity: 20

Price/Rarity: 2,000 – 10,000/3

Weapons: None

Four-Wheel Drive/Sports Utility Vehicle

|Silhouette| |Max Speed| |Handling|

   2         3        +0 

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

  0      0        6             8   

Control Skill: Driving

Complement: 1 driver

Passengers: 4 (6 uncomfortably)

Consumables: 1 week

Encumbrance Capacity: 40

Price/Rarity: 15,000 - 25,000/3

Weapons: None

Special: When driving through any difficult terrain such as bush, jungle, or desert, apply no negative handling modifiers.

Sports Car

|Silhouette| |Max Speed| |Handling|

   2         5        +2 

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

  0      0        4             8   

Control Skill: Driving

Complement: 1 driver

Passengers: 1

Consumables: None

Encumbrance Capacity: 8

Price/Rarity: 50,000 - 100,000/5

Weapons: None

Other Vehicles

Motorcycle

|Silhouette| |Max Speed| |Handling|

   1         5        +1 

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

  0      0        2             5   

Control Skill: Driving

Complement: 1 rider

Passengers: 0

Consumables: None

Encumbrance Capacity: 5

Price/Rarity: 2,000 - 8,000/3

Weapons: None

Magic Chariot

|Silhouette| |Max Speed| |Handling|

   1         4        +0 

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

  0      0        8             8   

Control Skill: Driving

Complement: 1 driver

Passengers: 2

Consumables: None

Encumbrance Capacity: 10

Price/Rarity: 50,000/7

Weapons: Heavy crossbow (Fire Arc Forward; Damage 2; Critical 5; Range [Medium])

Special: Flying (This vehicle, along with driving on the ground, can fly through the air.), Glamour (This vehicle, when viewed by humans with no knowledge of the supernatural, appears to be a convertable automobile.)

Magic

All the Magic actions from the core rulebook are available to be used in this setting, with two more, Shape-Change, Divination, Illusion, and Enchantment, added in, as both are common usages of magic in Urban Fantasy settings. The True Magic and Ritual magic skills can both use any of the available Magic actions, each with their own hiccups and benefits, while the Bound magic skill uses only magic specific to the supernatural entity to which the owner of the skill is bound. There are also Minor Talents and Acts of Faith, which have magical effects but do not use a Magic skill.

Shape-Change:

Make an Average Magic check to shift one of your characteristic points (increase one characteristic while decreasing another). Can be used on an engaged target other than yourself. You remain in shapeshifted form until you make another check to change back or until you are incapacitated, while other targets remain shapeshifted for rounds equal to your ranks in Knowledge (Supernatural).

Range: Increase difficulty by 1 to increase the range of the spell by 1 range band (Can be taken multiple times)

Additional Targets: Increase difficulty by 1 to affect additional targets, each additional target requires another 2 advantages to affect

Greater Shape Change: Increase difficulty by 1 to increase number of characteristics points shifted by 1 (Can be taken multiple times)

Size-Changing: Increase difficulty by 1 to increase or decrease Silhouette by 1 (Can be taken multiple times)

Change Appearance: Increase difficulty by 1 to exactly match the appearance of another individual or otherwise shape your outward appearance as you see fit

Bestial Change: Increase difficulty by 1 to gain natural weapons (Damage: +2, Skill: Brawl, Range: Engaged, Critical: 3, Vicious 1)

Amphibious Change: Increase difficulty by 1 to gain the Amphibious ability

Avian Change: Increase difficulty by 2 to gain the Flight ability

Improved Bestial Change: Increase difficulty by 2 to gain natural weapons (Damage +4, Skill: Ranged (Heavy), Range: Medium, Critical: 2, Vicious 2)

Supreme Shape Change: Increase difficulty by 2 to increase or decrease 1 characteristic (without decreasing/increasing another)

Uncontrolled Change: Decrease difficulty by 1, but on a Despair on any check, or if your character goes above their strain threshold, the GM gains control of your character as they go on a rampage (cannot be used on a target other than yourself)

Divination:

Make an Average Magic check to gain insight or wisdom from somewhere else. If the check is successful, the character has gained some sense of what lies ahead (even if not fully aware of its true nature), and is assigned a personal Story Point separate from either existing pool, tht will last until the end of the current day (Only one such Story Point can be held this way at one time).

Commune: Increase difficulty by 1 to contact a specific deity, spirit, or supernatural entity of the character's choice (with GM approval). This being will likely answer a character's questions, though what answers depend on the entity. The character may spend two Advantages to learn the truthfulness of answers given.

Farsight: Increase difficulty by 1 to select a target person, creature, or object. If that target is within 1 mile and the spell is successful, the spell will create a hazy image in mid-air of the target and its current surroundings. If the target has any ranks in a magical skill, thy will be aware they were viewed but not by who. The character may spend two Advantages to mitigate the target's awareness of the viewing.

Locate: Increase difficulty by 1 to select a target person, creature, or object. If that target is within 1 mile and the spell is successful, the spell will let the character sense the direction of the target. If the target is in motion, the character will know the direction and speed of its travel. The character may send two Advantages to get an approximate distance that the target is currently at from them.

Range: Increase difficulty by 1 to increase the range of the spell by 1 mile per rank in Knowledge (Supernatural).

Clairvoyance: Increase difficulty by 2, and instead of using the Story Point gained from the spell in the usual way, the character can insead use it to re-roll a single check after seeing the results.

Illusion

Make an Easy Magic check to alter the perceptions of a target, to make them see an illusory image (or to make them unable to see something that is there). If the check is successful, the target will either see or not see a single stationary object or being up to Silhouette 2 of the character's choice.

Sound Manipulation: Increase difficulty by 1. The character is able to alter what sounds the target can or cannot hear, as well as creating illusory sounds.

Olfactory Manipulation: Increase difficulty by 1. The character i able to alter what smells the target can or cannot smell, as well as creating illusory smells.

Range: Increase difficulty by 1 to increase the range of the spell by 1 range band (Can be taken multiple times)

Movement: Increase difficulty by 1 to enable the illusion to move, and to hide moving objects from sight.

Increased Size: Increase difficulty by 2 to effect and encompass the entire short range area around the target.

Enchantment

Make an Easy Magic check to empower your words with magical energy and manipulate the mind and emotions of your target. If successful, you can immediately make a Magic check in place of a Charm, Coercion, or Deception check against the target.

Intense Emotions: Increase difficulty by 1. The target is filled with an intense and overwhelming amount of a specific emotion of the caster's choice while under the spell's effect, such as anger, attraction, calm, disgust, fear, friendliness, or peace. All social checks the target makes are either upgraded or downgraded as appropriate to reflect this altered mental state.

Additional Target: Increase difficulty by 1 to affect additional targets, each additional target requiring two Advantages to effect.

Compulsion: Increase difficulty by 2 to select one non-nemesis target that, if successful, will believe any untruths that the character tells them while under the effects of the spell. In addition, they will also aid the character in anyway possible as long as it does not bring direct harm to it or is allies. Once the spell has expired, the target will immediately know that they were magically influences, and all future social encounters with the character will have the difficulty upgraded.

Modify Memory: Increase difficulty by 2 to have the target completely forget any memories of what transpired while under the effects of the spell, including being put under the spell.

Enduring Feelings: Increase difficulty by 2 to have the target continue to suffer the effects of the spell for one hour per rank of Knowledge (Supernatural) without having to use the Concentrate Maneuver.

True Magic

Also known as Evocation, True Magic comes from within. It is taking the natural energies within your own body and th world around you and shaping that energy, that power, into action. True Magic is powerful and dangerous, but it has its limitations. As a "fast and dirty" form of magic, it can be called upon quickly, but fades just as quickly. Those born with an affinity for True Magic refer to themselves as Magi, and have a respected place among the supernatural community. However, while the capabilities of Magi are wide, some Magi are better at certain varieties of magic than others.

When using True Magic, the difficulty of all Magic checks are increased by 1, except for a number of Magic actions equal to the character’s ranks in Knowledge: Supernatural, with the specific Magic actions chosen by the player.

Ritual

Sometimes referred to as Thaumaturgy, Ritual magic cannot be called to bear as quickly as True Magic, but it is not to be underestimated. Originally created by Magi in ancient times in an attempt to discover a way to make magical effects last for longer periods of time and reach further, few Magi still use this power today, deeming their own might more than enough. However, others discovered spellbooks left behind by those ancient Magi and discovered that power endured within the pages themselves. By following these spells and rituals, those previously unable to use magic found themselves capable of wonders. Those who use the power of these rituals refer to themselves as the Learned, but Magi refer to them as "hedge-witches".

Magic actions using Ritual require time to complete, often along with ingredients, generally something tied to the spell's target (piece of hair, prized possession, etc). The time required to cast a spell is determined by the complexity (difficulty) of the spell. (Easy spells take 5 minutes, Average spells take 30 minutes, Hard Spells take 2 hours, Daunting Spells take 8 hours, and Formidable spells take 24 solid hours of effort [this can usually be spread over a couple of days].) If a spell requires more ingredients than simply something connected to the target, the GM would determine what ingredients are needed and how expensive they are.

While Ritual spells take longer, they are also more potent and work over longer distances. The default duration of spells is one day, with longer durations possible by maintaining the link of the spell (requires upgrading the difficulty of the spell check, spell is broken if link is broken). The default range of spells is 1 mile, with each range upgrade taken multiplying that distance by 5.

Bound

Power can come from many sources. Some, in their search for power, become desperate. There are many entities in the magical realms with reason to have a lackey in the mortal realm, from demons and Fae lords to pagan deities. The type of power depends on the source, with demons granting power over hellfire, while a Fae lord might grant powers of healing and nature. Bound spellcasters can be everything from demonic sorcerers to holy knights, and are known as Emissaries of Power.

The player should discuss the nature of their character's master and the specifics of their bargain with the GM, and determine together what Magic actions and upgrades apply, as well as fleshing out the character and personality of the supernatural entity involved. All Magic checks made with the Bound skill gain 1 automatic Advantage due to the specialized nature of the power.

Minor Talents

Some individuals are born with or otherwise develop one particular magical attribute, but are incapable of performing any other magical spells or enchantments. Examples of this include telepaths and were-creatures of various varieties. Minor Talents can choose a total of one spell that they are capable of performing, and gain the bonus that the difficulty to use that spell is decreased by 1. This "spell" uses an appropriate skill chosen by the GM, usually Discipline.

Acts of Faith

Faith is powerful. Never underestimate the power of belief. Whether that faith is in an ideal or a higher power, there are those whose faith is so strong, that it can result in effects one would call magical. Only spells under the "Divine" category in the core book can be used as Acts of Faith, with the check using the Discipline skill. Acts of Faith must always be in line with the ideology of the character's faith, and the character must be living true to their faith to cast the "spell". A character can perform an Act of Faith only once per encounter.

Remember, if your character actually gets their magic from a higher power, look at the Bound section. This is for those that aren't actually given divine power, but simply have powerful faith. Think your local priest, pastor, or missionaries, not Moses or Mohammad.

GM Rules

Agency

The Power of Free Will:

Agency is man's ability to choose. Our free will. Did you know that we are not actually the most intelligent species on the planet? Apparently scientists are learning that there are certain types of animals smarter than the average human. If that is the case, then why are we the dominant species on this planet? More than that, why are we the dominant species when immortal, impossibly intelligent creatures like the Fae exist? The answer is simple: Agency. Of all the creatures in both the mortal and supernatural realms, we are the only ones with free will, the ability to choose.

However, we as a species have proven to be aweful with all the gifts given to use, and free will has been no different. We are given the ability to chose between good and evil, and far too often we choose wrong. Few realize just how slippery a slope that is. We are constantly being pulled one way or another, towards the light and towards the dark, and every step we take closer to the darkness makes it harder to go back. You tell enough lies, and soon enough you can't stop yourself. Kill enough people, even for the "right reasons", and eventually life becomes cheap.

This danger is especially true of those of us in the Unseen World. Changelings pulled between humanity and the call of the Fae, neophyte vampires struggling to control their bloodlust, Magi trying to resist the temptation of yet greater power. All of us struggle to keep our freedom, our humanity. And yet we all make decisions that pull us closer to losing everything that makes us human.

Choice and Change:

During play, the GM can award or take away Agency points due to your character's actions in relation to their Motivations. The GM can also call for checks to have the player attempt to resist their natural inclinations, with the total successes or falures increasing or decreasing the character's Agency in equal measure.

Agency and Story Points:

During dramatic moments in play, the GM can force a player to make a choice between resisting or giving in to their character's darker nature (typically giving in to their Fear or Flaw motivations, though Desire is also a possiblity, and in rare cases, even Strength may be used) in a way that negatively impacts the party. The GM offers the player a Story Point, and if the character gives in, the player gets the Story Point, but the character loses 10 points of Agency. If the character resists, the player must not only reject the Story Point, but give the GM one of their own, though they gain 5 points of Agency. A player can also point out to the GM a point in which this exchange would be applicable. The player and GM should then narrate how resisting or giving in to their weaknesses effects the character and the situation.

Starting Agency:

Characters begin at with 55 Agency points, but can give up 10 Agency points at the beginning of play in exchange for 10 additional experience points or 2500 additional dollars.

Agency Rating:

Incorruptible (91-100): You are above all temptation. Nothing can best the power of your will. Add four Bonus dice to social checks to interact with light supernatural entities and people, and to checks to resist temptation. Add four Setback dice to social checks to interact with dark supernatural entities and people, and to checks to gain forbidden knowledge or power.

Saintly (81-90): You seem to have an almost supernatural ability to overcome temptation. Add three Bonus dice to social checks to interact with light supernatural entities and people, and to checks to resist temptation. Add three Setback dice to social checks to interact with dark supernatural entities and people, and to checks to gain forbidden knowledge or power.

Pure (71-80): You are fully capable of resisting your darker urges and have a will of iron. Add two Bonus dice to social checks to interact with light supernatural entities and people, and to checks to resist temptation. Add two Setback dice to social checks to interact with dark supernatural entities and people, and to checks to gain forbidden knowledge or power.

Firm of Will (61-70): You are practiced in resisting the pull of th darkness, and will not fold. Add a Bonus die to social checks to interact with light supernatural entities and people, and to checks to resist temptation. Add a Setback die to social checks to interact with dark supernatural entities and people, and to checks to gain forbidden knowledge or power.

Normal (51-60): You are a fairly average individual in terms of Agency. You have your weaknesses and strengths, but you are not in any particular danger of losing yourself, nor are you buttressed against temptation.

Questionable (40-51): You have fallen to temptation in the past, and this has left you with some consequences. However, yor will is still your own. Add a Bonus die to social checks to interact with dark supernatural entities and people, and to checks to gain forbidden knowledge or power. Add a Setback die to social checks to interact with light supernatural entities and people, and to checks to resist temptation.

Concerning (31-40): You let your darker nature get the better of you a little too often for comfort, and it has changed you. It is getting harder and harder to resist. Add two Bonus dice to social checks to interact with dark supernatural entities and people, and to checks to gain forbidden knowledge or power. Add two Setback dice to social checks to interact with light supernatural entities and people, and to checks to resist temptation.

On a Slippery Slope (21-30): You are in dangerous territory now. You thought yourself unbreakable, that you could walk in the darkess without being corrupted. You were wrong. It will not be easy to go back now. Add three Bonus dice to social checks to interact with dark supernatural entities and people, and to checks to gain forbidden knowledge or power. Add three Setback dice to social checks to interact with light supernatural entities and people, and to checks to resist temptation.

Losing Humanity (11-20): Your friends and family can barely recognize you. The person they once loved has become something else. There is still hope for you, if you change your ways. However, that will be far from easy. Why not take the easy pat, and continue down that other path? After all, power, ifluence, and all you ever wanted is on the other side... Add four Bonus dice to social checks to interact with dark supernatural entities and people, and to checks to gain forbidden knowledge or power. Add four Setback dice to social checks to interact with light supernatural entities and people, and to checks to resist temptation.

Barely Human (1-10): What are you? Can you still be called human? Your decisions have brought you here, to these dark depths. If there is a way out, you can't see it. Not that you want out. No, why would you want out when you are so close, so close t all you ever wanted? Add four Bonus dice to social checks to interact with dark supernatural entities and people, and to checks to gain forbidden knowledge or power, also upgrade the ability of the check twice. Add four Setback dice to social checks to interact with light supernatural entities and people, and to checks to resist temptation, also upgrade the difficulty of the check twice.

Monstrous (0): Once your Agency drops to zero or below, you lose yourself and become a monster, losing all traces of free will. Your character gives in to their monstrous nature, whether that means turning into a literal monster, or simply going mad with power. Your character becomes a slave to their nature, an in the case of a changeling, scion, or vampire neophyte, they complete the transformation into a supernatural creature, whether Fae, demon, or vampire. Your character thus becomes an NPC, under the control of the GM.

Adversaries

Forces of Law

Corrupt Official (Rival)

Wherever there is a bureaucracy, corrupt officials flourish. While not physically powerful, these opponents can make life exceedingly difficult for anyone who crosses them, especially with the easily swayed opinions of the public mind.

Brawn Agility Intellect Cunning Willpower Presence

   2    2     3      3       2       3  

|Soak| |Wound Threshold| |Defense|

 2         12          0  

Skills: Charm 2, Cool 2, Deception 2, Knowledge (Classified) 1, Knowledge (Education) 2, Negotiation 2, Vigilance 1.

Talents: Natural (once per session, use this talent to reroll any one Negotiation or Skullduggery check)

Abilities: Local Politics (once per session, may choose one character operating in their area of influence [community, precinct, or country, for example]; until the end of the session, the target must upgrade the difficulty of any social checks they make to interact with inhabitants of this area once)

Equipment: Cell phone, tablet

Police Officer (Minion)

Brawn Agility Intellect Cunning Willpower Presence

 2    2     2      2       2       2  

|Soak| |Wound Threshold| |Defense|

 4         4           0  

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

Talents: None

Abilities: None

Equipment: Stun gun (Melee (Light); Damage 5; Critical 5; Range [Engaged]; Stun 3, Stun Damage), heavy pistol (Ranged [Light]; Damage 6; Range [Medium]), flak vest (+2 Soak), handcuffs, personal radio

Politician

Brawn Agility Intellect Cunning Willpower Presence

   2    2     3      4       3       4  

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

 2         12             16          0  

Skills: Charm 3, Cool 2, Coercion 3, Deception 2, Knowledge (Classified) 1, Knowledge (Education) 2, Leadership 3, Negotiation 2, Vigilance 3

Talents: Improved Scathing Tirade (use this talent to make an Average Coercion check; for each Success, one opponent within short range suffers 1 strain; for each Advantage, one affected opponent suffers 1 additional strain; all opponents affected add one Setback die to all skill checks they make for the following three rounds).

Abilities: Good at Needling (if this character knows an opponent’s Flaw Motivation, when this character inflicts strain on the opponent, the opponent suffers 4 additional strain).

Equipment: Fine clothing, official credentials, encrypted cell phone

Priest (Rival)

Brawn Agility Intellect Cunning Willpower Presence

 1    2     2      2       3       3  

|Soak| |Wound Threshold| |Defense|

 1         10           1  

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

Talents: Nobody's Fool 1 (upgrade difficulty of all Charm, Coercion, and Deception checks targeting them by 1)

Abilities: True Believer (Can perform Acts of Faith)

Equipment: Heavy Robes (1 Defense), religious tome, holy icon

Soldier (Minion)

Brawn Agility Intellect Cunning Willpower Presence

 3    3     2      2       2       2  

|Soak| |Wound Threshold| |Defense|

 5         5          0  

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

Talents: None

Abilities: None

Equipment: Combat knife (Melee (Light); Damage +1; Critical 3; Range [Engaged], Pierce 1), assault rifle (Ranged [Heavy]; Damage 8; Critical 3; Range [Long]; Autofire), heavy pistol (Ranged [Light]; Damage 6; Critical 3; Range [Medium]), flak vest (+2 Soak), personal radio

SWAT (Minion)

Brawn Agility Intellect Cunning Willpower Presence

 3    3     2      2       3       1  

|Soak| |Wound Threshold| |Defense|

 4         5           2 

Skills: Coercion, Discipline, Melee (Light), Ranged (Heavy)

Talents: None

Abilities: None

Equipment: Collapsible baton (Melee (Light); Damage +2; Critical 3; Range [Engaged]), assault rifle (Ranged [Heavy]; Damage 8; Critical 3; Range [Long]; Autofire), riot armor (+1 soak, 2 defense)

Criminal Underworld

Crime Lord (Nemesis)

Brawn Agility Intellect Cunning Willpower Presence

 3    2     3      5       4       3  

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

 4         14             16           0 

Skills: Brawl 2, Charm 2, Coercion 3, Cool 4, Deception 4, Discipline 3, Leadership 1, Negotiation 4, Ranged (Light) 2

Talents: Adversary 1, Nobody’s Fool 2 (upgrade difficulty of all Charm, Coercion, and Deception checks targeting them by 2)

Abilities: None

Equipment: Brass knuckles (Brawl; Damage +1; Critical 4; Range [Engaged]; Disorient 2, Knockdown), heavy pistol (Ranged [Light]; Damage 6; Critical 3; Range [Medium]), heavy clothing (+1 soak)

Gang Leader (Rival)

Brawn Agility Intellect Cunning Willpower Presence

 3    3     2      2       2       2  

|Soak| |Wound Threshold| |Defense|

 5         15          0  

Skills: Coercion 1, Cool 1, Leadership 1, Melee (Light) 2, Streetwise 3, Vigilance 1

Talents: Adversary 1 (upgrade difficulty of all combat checks against this target once)

Abilities: None

Equipment: Really big and sharp knife (Melee (Light); Damage +2; Critical 3; Range [Engaged]; Pierce 2), heavy leather clothing (+2 soak)

Mobster (Minion)

Brawn Agility Intellect Cunning Willpower Presence

 3    3     2      2       2       2  

|Soak| |Wound Threshold| |Defense|

 4         5           0  

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

Talents: None

Abilities: None

Equipment: Submachine gun (Ranged [Light]; Damage 5; Critical 3; Range [Medium]; Auto-fire)

Street Tough (Minion)

Brawn Agility Intellect Cunning Willpower Presence

 3    2      1      2       1       1  

|Soak| |Wound Threshold| |Defense|

 4         4           0 

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

Talents: None

Abilities: None

Equipment: Brass knuckles (Brawl; Damage +1; Critical 4; Range [Engaged]; Disorient 2, Knockdown), club (Melee (Light); Damage +2; Critical 3; Range [Engaged]), heavy clothing (+1 soak)

Scions and Spellcasters

Cultist (Minion)

Brawn Agility Intellect Cunning Willpower Presence

 2    2      3      3       1       2  

|Soak| |Wound Threshold| |Defense|

 2         4          1/1 

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

Talents: None

Abilities: None

Equipment: Really big and sharp knife (Melee (Light); Damage +2; Critical 3; Range [Engaged]; Pierce 2), heavy robes (1 Defense)

Cult Leader (Rival)

Brawn Agility Intellect Cunning Willpower Presence

 2    2      3      4       3       3  

|Soak| |Wound Threshold| |Defense|

 2         12          1/1 

Skills: Coercion 2, Melee (Light) 1, Knowledge (Forbidden) 1, Knowledge (Supernatural) 2, Leadership 1, Ritual 2

Talents: Improved Scathing Tirade (use this talent to make an Average Coercion check; for each Success, one opponent within short range suffers 1 strain; for each Advantage, one affected opponent suffers 1 additional strain; all opponents affected add one Setback die to all skill checks they make for the following three rounds).

Abilities: None

Equipment: Really big and sharp knife (Melee (Light); Damage +2; Critical 3; Range [Engaged]; Pierce 2), heavy robes (1 Defense)

Emissary of Power (Nemesis)

Brawn Agility Intellect Cunning Willpower Presence

 4    2     3      4       3       2  

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

 6         16             14         2/2 

Skills: Bound 3, Coercion 1, Deception 1, Discipline 2, Knowledge (Supernatural) 2, Melee (Heavy) 2, Vigilance 2

Talents: Adversary 2

Abilities:

Equipment: Empowered greatsword (Melee [Heavy]; Damage +4; Critical 2; Range [Engaged]; Defensive 1, Pierce 1, Unwieldy 3; also acts as a magic wand, adding +3 to spell damage and the Empowered spell upgrade does not increase difficulty), magic plate (+2 Soak, 2 Defense), stone of glamour

Half-Troll Bouncer (Rival)

Brawn Agility Intellect Cunning Willpower Presence

 4    2      2      2       2       1  

|Soak| |Wound Threshold| |Defense|

 5         14          0  

Skills: Athletics 2, Brawl 2, Coercion 2, Resilience 1, Vigilance 1

Talents: Adversary 1

Abilities: Regeneration

Equipment: Brass knuckles (Brawl; Damage +1; Critical 4; Range [Engaged]; Disorient 2, Knockdown), heavy clothes (+1 Soak), cell phone

Necromancer (Nemesis)

Brawn Agility Intellect Cunning Willpower Presence

 2    2     4      3       3       2  

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

 2         13             17         1/1 

Skills: Cool 2, Discipline 2, Knowledge (Supernatural) 2, Knowledge (Forbidden) 3, Melee 1, Ritual 3, True Magic 3, Vigilance 1

Talents: Adversary 2, Dark Insight (use Knowledge [Forbidden] to determine spell effects), Necromancy (When this character uses the conjure magic action, it gains the Summon Ally effect with no increase in difficulty; all creatures summoned must be undead.)

Abilities: None

Equipment: Bone Staff (+3 damage, first Range effect does not increase difficulty), sacrificial dagger (Melee [Light]; Damage 4; Critical 3; Range [Engaged]; Accurate 1, Vicious 1), heavy robes (+1 defense), forbidden grimoire (A user with the Dark Insight talent can add the Additional Target and Enervate effects to curse spells with no increase in difficulty).

Upstart Magi (Rival)

Brawn Agility Intellect Cunning Willpower Presence

 2    2      3      2       4       2  

|Soak| |Wound Threshold| |Defense|

 3         11          0  

Skills: Cool 2, Discipline 1, Knowledge (Supernatural) 1, True Magic 2

Talents: Adversary 1

Abilities: None

Equipment: Magic wand (+3 damage, choose 1 upgrade to not increase difficulty) or magic staff (+4 damage, first Range effect does not increase difficulty), heavy clothes (+1 Soak), smart phone

Werebear (Rival)

Brawn Agility Intellect Cunning Willpower Presence

 3    2      2      2       3       2  

|Soak| |Wound Threshold| |Defense|

 3         12          0  

Skills: Athletics 1, Brawl 2, Discipline 2, Resilience 2

Talents: None

Abilities: Minor Talent: Shape-Change (Make a Hard Discipline check to change stats to Bear [Brawn +1, Willpower -1, Silhouette 2, Claws [Damage: +2, Brawl, Range {Engaged}, Critical 3, Vicious 1])

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

Wererat (Rival)

Brawn Agility Intellect Cunning Willpower Presence

 2    3      2      2       3       2  

|Soak| |Wound Threshold| |Defense|

 3         10          0  

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

Talents: None

Abilities: Minor Talent: Shape-Change (Make a Hard Discipline check to change stats to Rat [Brawn -1, Agility +1, Silhouette 0, Claws [Damage: +2, Brawl, Range {Engaged}, Critical 3, Vicious 1])

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

Werewolf (Rival)

Brawn Agility Intellect Cunning Willpower Presence

 2    2      2      3       3       2  

|Soak| |Wound Threshold| |Defense|

 2         10          0  

Skills: Athletics 2, Coordination 2, Brawl 3, Perception 1, Survival 1

Talents: None

Abilities: Minor Talent: Shape-Change (Make a Hard Discipline check to change stats to Wolf [Brawn +1, Agility +1, Intellect -1, Willpower -1, Claws [Damage: +2, Brawl, Range {Engaged}, Critical 3, Vicious 1])

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

The Supernatural

Beastman (Minion)

These stats ca be used to describe various supernatural baddies that are on the more bestial side of things, including ghouls, some varieties of demonkind, and, of course, half-man half-animal hybrid creatures.

Brawn Agility Intellect Cunning Willpower Presence

 3    2      1      2       1       1  

|Soak| |Wound Threshold| |Defense|

 3         6           0  

Skills (group only): Brawl, Perception, Vigilance

Talents: None

Abilities: Bestial Rage (a beastman or beastman minion group that has taken damage reduces the Critical rating of its attacks to 1)

Equipment: Fangs and claws (Brawl; Damage 6; Critical 3; Range [Engaged])

Elder Vampire (Nemesis)

Brawn Agility Intellect Cunning Willpower Presence

 4    4     3      3       3       4  

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

 6         18             20         1/1 

Skills: Brawl 3, Charm 3, Cool 3, Discipline 3, Knowledge (Supernatural) 3, Knowledge (Forbidden) 2, Negotiation 3, Stealth 3, Vigilance 2

Talents: Adversary 2

Abilities: Blood Call (When Elder Vampire damages a target using their fangs or a magic attack, they heal wounds equal to the wounds inflicted), Blood Mist (If Elder Vampire suffers damage in excess of their Wound Threshold, they are not incapacitated, but take the form of a cloud of blood mist. While in this form, they can fly [see page 100 of the Genesys Core Rulebook] and do not suffer damage from physical attacks. If they suffer additional damage from a magical attack, they become incapacitated as normal and resume corporeal form), Dominate (May use the Dominate action once per encounter, making an opposed Charm vs. Discipline check targeting one character in short range; if successful, the target is immobilized for 1 round per uncanceled Success, and Elder Vampire may spend an Advantage to stagger the target for 1 round), Sunlight Sensitivity (While exposed to sunlight, Elder Vampire reduces all their characteristics by 2 and halves their Wound Threshold and Strain Threshold.), Undead (does not need to breathe, eat, or drink [except blood], and can survive underwater; immune to poisons and toxins), Vampric (Wooden piercing and blessed/holy weapons count their Crit rating as 1 when used against Elder Vampires, and Acts of Faith checks gain one Bonus die)

Equipment: Fangs (Brawl; Damage 6; Critical 2; Range [Engaged]; Ensnare 1, Vicious 2)

Fallen (Nemesis)

Brawn Agility Intellect Cunning Willpower Presence

 4    3     3      5       5       4  

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

 6         30             30         2/2 

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

Talents: Adversary 3, Dark Insight (use Knowledge [Forbidden] to determine spell effects), Nobody's Fool 3

Abilities: Angelic Resilience (When targeted by attacks of a demonic/unholy origin, increase their Crit rating by 2), Flying, Unholy (Blessed/holy weapons count their Crit rating as 1 when used against a Fallen, and Acts of Faith checks gain one Bonus die)

Equipment: Angelic blades (2) (Melee [Light]; Damage +3, Critical 1; Range [Engaged]; Breach 1, Vicious 4, also acts as a magic wand, adding +3 to spell damage and the Empowered spell upgrade does not increase difficulty)

Goblin (Minion)

Weak but cunning, goblins value strength in numbers above all else (except living to fight another day).

Brawn Agility Intellect Cunning Willpower Presence

  1     2     2      3       1       2  

|Soak| |Wound Threshold| |Defense|

 2         4          1/1 

Skills (group only): Athletics, Melee (Light), Ranged, Stealth, Survival

Talents: None

Abilities: Discretion (a goblin may disengage as an incidental rather than a maneuver) Fae (Cold Iron weapons count their Crit rating as 1 when used against Goblins)

Equipment: Spear (Melee (Light); Damage: 3; Crit: 4; Range [Engaged]; Accurate 1, Defensive 1), Shield (Melee (Light); Damage: 1; Crit: 6; Range [Engaged]; Defensive 1, Deflection 1, Inaccurate 1, Knockdown), Leather Armour (+1 Soak); Short Bow (Ranged; Damage: 6; Crit: 3; Range [Short]; Inaccurate 1)

Ghost (Minion)

Brawn Agility Intellect Cunning Willpower Presence

 -    -     2      2       3       2  

|Soak| |Wound Threshold| |Defense|

 3         5          1/1 

Skills: Brawl, Coercion, Stealth

Talents: None

Abilities: Incorporeal (Incorporeal beings can fly [see page 100 of the Genesys Core Rulebook] and do not suffer damage from physical attacks), Being of Will (Ghosts do not have a Brawn or Agility rating, their soak and damage is based on their Willpower instead of Brawn, and skills that would use Brawn or Agility instead use Willpower), Undead (does not need to breathe, eat, or drink, and can survive underwater; immune to poisons and toxins)

Equipment: Spectral claws (Brawl; Damage 5; Crit 3; Range [Engaged])

Greater Demon (Nemesis)

Brawn Agility Intellect Cunning Willpower Presence

 5    2     3      5       4       3  

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

 7         25             20          0  

Skills: Athletics 2, Brawl 3, Bound (Demon Magic) 4, Coercion 4, Cool 2, Deception 3, Knowledge (Supernatural) 3, Knowledge (Forbidden) 4, Negotiation 3, Vigilance 3

Talents: Adversary 2, Dark Insight (use Knowledge [Forbidden] to determine spell effects), Nobody's Fool 3

Abilities: Unholy (Blessed/holy weapons count their Crit rating as 1 when used against a Demon, and Acts of Faith checks gain one Bonus die)

Equipment: Claws (Brawl; Damage 7; Critical 2; Range [Engaged], Burn 3, Vicious 4)

Imp (Minion)

Brawn Agility Intellect Cunning Willpower Presence

  1     2     1      3       1       1  

|Soak| |Wound Threshold| |Defense|

 1         4           0  

Skills: Brawl, Coordination, Deception, Stealth

Talents: None

Abilities: Silhouette 0, Unholy (Blessed/holy weapons count their Crit rating as 1 when used against an Imp, and Acts of Faith checks gain one Bonus die)

Equipment: Claws (Brawl; Damage 3; Critical 3; Range [Engaged], Burn 1, Vicious 2)

Nixie (Rival)

Brawn Agility Intellect Cunning Willpower Presence

  2     4     2      3       2       3  

|Soak| |Wound Threshold| |Defense|

 1         4           0  

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

Talents: None

Abilities: Amphibious (Nixies can breathe underwater without penalty and never suffer movement penalties for traveling through water), Fae (Cold Iron weapons count their Crit rating as 1 when used against Nixies)

Equipment:

Ogre (Rival)

Brawn Agility Intellect Cunning Willpower Presence

 5    2      1      2       3       1  

|Soak| |Wound Threshold| |Defense|

 8         18          0  

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

Talents: Adversary 1

Abilities: Magic Resistance (Add three Failures to any Magic checks targeting you), Fae (Cold Iron weapons count their Crit rating as 1 when used against Ogres)

Equipment: Cudgel (Melee [Heay]; Damage 10; Critical 4; Range [Engaged], Disorient 2, Knockdown)

Pixie (Minion)

Brawn Agility Intellect Cunning Willpower Presence

 1    3      2      3       2       2  

|Soak| |Wound Threshold| |Defense|

 2         4          1/1

Skills: Coordination, Deception, Melee (Light), Stealth

Talents: Finesse (Use Agility instead of Brawn for Melee [Light] checks)

Abilities: Hard to Hit (Increase difficulty of combat checks against Pixies by 1), Silhouette 0, Flying, Fae (Cold Iron weapons count their Crit rating as 1 when used against Pixies)

Equipment: Tiny Sword (Melee [Light]; Damage +1; Critical 3; Range [Engaged])

Reanimated Skeleton (Minion)

Brawn Agility Intellect Cunning Willpower Presence

 2    2      1      2       1       1  

|Soak| |Wound Threshold| |Defense|

 2         4          1/1

Skills: Melee (Light), Perception, Ranged, Vigilance.

Talents: None

Abilities: Undead (does not need to breathe, eat, or drink, and can survive underwater; immune to poisons and toxins)

Equipment: Rusty blade (Melee [Light]; Damage +3; Critical 4; Range [Engaged]), old bow (Ranged; Damage 6; Critical 3; Range [Medium]).

Sidhe Lord (Nemesis)

Brawn Agility Intellect Cunning Willpower Presence

 3    4     3      5       3       5  

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

 7         20             25         2/2 

Skills: Bound (Fae Magic) 4, Charm 4, Cool 4, Deception 5, Knowledge (Supernatural) 4, Melee (Light) 3, Negotiation 5, Vigilance 3

Talents: Adversary 2, Nobody's Fool 3, Finesse

Abilities: Fae (Cold Iron weapons count their Crit rating as 1 when used against Sidhe Lords)

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

Specter (Rival)

Brawn Agility Intellect Cunning Willpower Presence

 -    -     3      3       4       2  

|Soak| |Wound Threshold| |Defense|

 4         10         2/2 

Skills: Brawl 3, Coercion 3, Stealth 2

Talents: Adversary 1

Abilities: Incorporeal (Incorporeal beings can fly [see page 100 of the Genesys Core Rulebook] and do not suffer damage from physical attacks), Being of Will (Specters do not have a Brawn or Agility rating, their soak and damage is based on their Willpower instead of Brawn, and skills that would use Brawn or Agility instead use Willpower), Undead (does not need to breathe, eat, or drink, and can survive underwater; immune to poisons and toxins)

Equipment: Spectral claws (Brawl; Damage 6; Crit 3; Range [Engaged])

Succubus/Incubus

Brawn Agility Intellect Cunning Willpower Presence

 2    2      2      3       2       4  

|Soak| |Wound Threshold| |Defense|

 2         14         1/1 

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

Talents: Adversary 1

Abilities: Devilsh Charms (Once per check may suffer 1 wound to upgrade the ability of a Charm, Deception, or Negotiation check against a living target within short range), Flyer, Unholy (Blessed/holy weapons count their Crit rating as 1 when used against a Succubus, and Acts of Faith checks gain one Bonus die)

Equipment: Claws (Brawl; Damage 4; Critical 3; Range [Engaged], Burn 1, Vicious 2)

Sylph (Rival)

Brawn Agility Intellect Cunning Willpower Presence

 2    4      2      3       2       2  

|Soak| |Wound Threshold| |Defense|

 2         12         1/1 

Skills: Brawl 2, Cool 1, Coordination 3, Deception 1, Negotiation 1, Survival 2,

Talents: Finesse, Quick Movement

Abilities: Flyer, Fae (Cold Iron weapons count their Crit rating as 1 when used against Sylphs)

Equipment: Claws (Brawl; Damage: 4; Crit: 4; Range [Engaged], Vicious 2)

Troll (Rival)

Brawn Agility Intellect Cunning Willpower Presence

 5    2      1      2       2       1  

|Soak| |Wound Threshold| |Defense|

 6         16          0  

Skills: Athletics 2, Brawl 3, Resilience 1, Vigilance 1

Talents: Adversary 1

Abilities: Regeneration (at the beginning of its turn, this creature automatically heals 3 wounds), Sweep Attack (may spend a Triumph on a successful melee combat check to inflict one hit dealing the weapon’s base damage on everyone [except the troll] engaged with the target), Fae (Cold Iron weapons count their Crit rating as 1 when used against Trolls)

Equipment: Claws (Brawl; Damage: 7; Crit: 4; Range [Engaged], Vicious 2)

Vampire Spawn (Rival)

Brawn Agility Intellect Cunning Willpower Presence

 3    3      2      3       1       2  

|Soak| |Wound Threshold| |Defense|

 4         14          0  

Skills: Athletics 2, Brawl 3, Cool 1, Stealth 3, Vigilance 1

Talents: None

Abilities: Blood Call (When Elder Vampire damages a target using their fangs or a magic attack, they heal wounds equal to the wounds inflicted), Sunlight Sensitivity (While exposed to sunlight, Vampire Spawn reduces all their characteristics by 2 [to a minimum of one] and halves their Wound Threshold), Undead (does not need to breathe, eat, or drink [except blood], and can survive underwater; immune to poisons and toxins), Vampric (Wooden piercing and blessed/holy weapons count their Crit rating as 1 when used against Vampire Spawn, and Acts of Faith checks gain one Bonus die)

Equipment: Fangs (Brawl; Damage 6; Critical 2; Range [Engaged]; Ensnare 1, Vicious 2), heavy clothing (+1 Soak)

Zombie (Minion)

Brawn Agility Intellect Cunning Willpower Presence

 3    1      1      2       1       1  

|Soak| |Wound Threshold| |Defense|

 3         4           0  

Skills: Brawl

Talents: None

Abilities: Undead (does not need to breathe, eat, or drink, and can survive underwater; immune to poisons and toxins)

Equipment: None