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The OmniSphere: Earth Omega, Nightmare Earth

If there ever were any gods, or a creator of some kind, they abandoned this world long ago. Of course, you could argue that we abandoned them first, which some have. They say that the state of things is our punishment for turning our backs on God. If this is our punishment, then when this world finally kills me I am going to have some words with the Man Upstairs.

You see, our world used to be much like yours. Cities, people, airplanes, cars, global warming, all that jazz. Technology advanced, and eventually religion dwindled as fewer and fewer saw a need for it, until religion was essentially dead. Life continued much as it had before, the death of religion doing little to change the way of things. That is, until the day the sun failed to rise. The start of the Endless Night.

That morning the stars faded from the sky, much as they would when the sun would rise, only there was no light. The sky just grew darker, until the only light in the sky came from the pale radiance of the moon. Astronomers were stumped. No one could explain how the sun and stars had all vanished, or how the moon still gave off light without the sun to reflect, or even how we were all still alive without the sun’s rays.

Governments tried to keep the people calm, but there is something primal about the dark, a fear that none ever truly shake. As days passed and the darkness remained, the masses grew more panicked, and governments frantically tried to establish order, to little avail. Those early months were... bad, but they were nothing compared to what came next.

They say it was some kind of biological weapon. Something cooked up in a lab and then locked away for being too horrible for even the most demented mind to deploy. Apparently they underestimated the depths to which humanity can go. Someone released the weapon, no one really knows who, and it spread. In days, seventy percent of the world’s population was gone. Well, not quite gone. You see, death wasn’t enough. Those who died rose again as the Dead, lumbering corpses hungering for living flesh.

Crippled as the world was, there was little we could do against the rising tide of the dead. All seemed lost. And then, they came. From the shadows of myth and nightmare, the Lords of Night stepped forward. Unnatural beauty, red eyes, and long, cruel fangs gave them away. They were vampires, creatures that had long been believed to be nothing more than stories. They promised to save us, not just from the Dead, but from ourselves. All we had to do was give them absolute control. Desperate as we were, even the obvious hunger in their eyes could not dissuade us. We accepted. And so, our nightmares fought our nightmares for us.

It was horrifying to witness, yet it was glorious. The Lords of Night shred their beautiful skins, revealing their true, monstrous selves, and cut through the Dead like a scythe through wheat, cutting them down in droves. Their speed, their strength, it was more than unnatural. It was impossible. But they didn’t get rid of the Dead entirely. No, that would have left us with no more need for their protection. Instead they culled the herd, but left our cities to the Dead. They built new cities, where they promised we would be safe from the Dead, but we would be under their power.

Those who chose that path became little more than cattle. Cared for, fed, and protected until they were ripe and ready for the harvest. They have a semblance of a social structure, but in reality the varying degrees of wealth just equate to how expensive a meal you are.

Some tried to survive in little havens of their own creation at the edge of what was once civilization, but the constant threat of the Dead looms over them like a shroud.

Yet others fled from both the Dead and the Lords of Night alike, hiding in what remains of the wilds of the world. These found troubles of their own. In our absence, the wilds had been reclaimed by those who dwelled in them once before, creatures of nature as changeable as the wind and as deadly as the sea. The Fae. These aren’t like the little fairies and pixies in children’s books. No, these creatures are cruel, vindictive, and out for blood. I don’t know whether they were always this way or if they simply grew to hate us after centuries of destroying their home, but whatever the case, those who fled to the wilds were in no better place than those fighting against the tides of the Dead or living under the rule of the Lords of Night.

But while the gods may have abandoned us, the sun may have stopped shining, and all of our nightmares might have crawled their way into our world and taken over, there are some of us who fight back. Those who stalk the shadows of the Cities of Night, hunting the hunters. Those who stand vigil against the Dead. Those who teach the Fae to fear the cold touch of iron. And as our world continues to grow darker, we find new ways to fight back.

No divine sources reach out to help, but there are other, darker entities more than willing to give power to those who ask it, for a price. Some have learned to tap into the power that feeds the Lords of Night, and while the Dead lumber on, some have learned to wield the power of their vengeful spirits as weapons against the Endless Night.

Our world is a nightmare, but we aren't giving up on it quite yet. This is our fight, and we are going to keep fighting it with every weapon at our disposal, until there is no one left to fight.

Species/Archetypes

Guttertrash

Even among the Cattle, there is a caste system, of sorts. The Guttertrash are the lowest of those living under the shadow of the Lords of Night, living in the grimy underbellies of their pretty gilded cities. They are hunted, in turn, by the lowest caste of vampire, not even worthy of being called "Lords" of Night. Their own kind refer to them as the Spawn of the Night. These vamps enjoy the thrill of the hunt, and so those living in fear of them have learned that to be fast is to survive, and to be unseen is to live another day.

Guttertrash Abilities

Brawn Agility Intellect Cunning Willpower Presence

 2    3     2      2       1       2  

Wound Threshold: 11 + Brawn

Strain Threshold: 9 + Willpower

Starting Experience: 90 xp

Starting Skills: 1 rank in Stealth

Nimble: Guttertrash characters have a melee and ranged defense of 1.

Highborn

Among the Cattle, there are those who live with the illusion of wealth and privilege. They live comfortable lives, given everything they could want or need, with all the trappings of high society. Of course, these poor individuals are just as much Cattle as their less-privileged brethren. Throughout their lives, their blood is given to their vampric masters, and in the end their lives are taken by the Lords of Night. However, not all are content with living the life of spoiled Cattle, and work behind the backs of their dark masters.

Highborn Abilities

Brawn Agility Intellect Cunning Willpower Presence

 2    2     2      2       1       3  

Wound Threshold: 8 + Brawn

Strain Threshold: 12 + Willpower

Starting Experience: 100 xp

Starting Skills: 1 rank in Cool

Forceful Personality: Once per session, your character may spend a Story Point as an incidental. If they do so, during the next skill check they make during that turn, your character doubles the strain they inflict or the strain they heal (you choose before making the check).

Leftovers

We are the Leftovers, the ones that stayed behind. We didn't agree to be Cattle for the Lords of Night, and we didn't flee to the wilds. We stayed behind and protected what was ours. We live in the outskirts of what was once civilization, fighting back the constant threat of the Dead. Many of us still live in the homes and neighborhoods our families owned before the Endless Night, just now with a little higher and thicker walls around them.

Leftover 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.

Wildmen

Those who ran into the wilds of the world... they aren't quite right. Not anymore. They've had a generation of running from the Fae, and it hasn't been kind to them. We refer to them as Wildmen these days, for good reason. Whether simply from the harsh conditions in the Fae-infested woodlands, or from the maddening games the "gentler" Fae have played with their minds, they have become a little primitive. Their trials have not completely destroyed them though, as they have adapted to the wilds and have become skilled in using the cold touch of iron against their Fae tormentors.

Wildmen Abilities

Brawn Agility Intellect Cunning Willpower Presence

 2    2     1      3       2       2  

Wound Threshold: 12 + Brawn

Strain Threshold: 8 + Willpower

Starting Experience: 100 xp

Starting Skills: 1 rank in Survival

Heart of Iron: Attacks against Fae creatures gain +10 to rolls for Critical hits

Mongrels

Some Wildmen were more effected by their interactions with the Fae than others. There are those that strayed too deep into the Fae's realm, and the Lords of the Fae deemed death not good enough for these individuals. So instead they cursed them to forever have the wilds within them. These men and women suddenly found their bodies changed, transforming into beastial monstrosities. While most lost themselves to the madness of the change, some few strong-willed individuals have maintained their humanity and can change between their monstrous and human forms, though to say they control their curse is a bit of stretch.

Mongrel Abilities

Brawn Agility Intellect Cunning Willpower Presence

 2    2     2      2       2       2  

Wound Threshold: 10 + Brawn

Strain Threshold: 8 + Willpower

Starting Experience: 100 XP

Starting Skills: 1 rank in Discipline

The Beast Within: Mongrels generally look just like any other human. However, when your character is incapacitated due to exceeding their strain threshold while in human form, they undergo the following change as an out-of-turn incidental. They heal all strain; increase their Brawn and Agility by one, to a maximum of 5; and reduce their Intellect and Willpower by one to a minimum of 1. They deal +1 damage when making unarmed attacks, and their unarmed attacks have a Crit rating of 3. In addition, their jaws elongate into muzzles, their hair thickens and they grow more all over their bodies, and their eyes become those of a hunting cat or wolf. Your GM should ensure that NPCs react appropriately to this (at the very least, upgrading the difficulty of all social skill checks twice). Your character reverts to human form after eight hours, or if they are incapacitated (by exceeding either their wound threshold or their strain threshold).

The Human Spirit: Once per session, your character may make a Hard Discipline check as an out-of-turn incidental. If they succeed, they may either trigger The Beast Within or avoid triggering it when they exceed their strain threshold.

Revenant

When the Dead first rose, it was the realization of the fears born from decades of zombie movies, television shows, and video games. Despite this, we were still not prepared for it. The thing we were least prepared for though, is that not everyone rose as a mindless zombie. About 0.1% of those that rose as the Dead returned as something more: Revenants. Dead that not only possess cruel unlife, but retain their minds. You can imagine these walking corpses haven't exactly been welcomed back with open arms. However, despite our disgust at their existence, these rare sentient Dead have proven invaluable to our survival.

Revenant Abilities

Brawn Agility Intellect Cunning Willpower Presence

 3    2     2      2       2       1  

Wound Threshold: 11 + Brawn

Strain Threshold: 9 + Willpower

Starting Experience: 100 XP

Starting Skills: 1 rank in Coercion

Reanimated: As reanimated corpses, revenants have several quirks, some beneficial and some detrimental. Your character does not recover wounds through natural rest, but they cannot be affected by poisons (although they must be wary of insects and carrion feeders trying to make a meal from or to nest on their bodies). Also, the Dead ignore them as if they were not there, since they are not actually alive. As with mongrels, your GM should ensure that NPCs react appropriately if they are aware of your character’s condition (at the very least, upgrading the difficulty of your character’s social skill checks twice). Also, perfume is a good idea. Lots of perfume.

Dead Nerves: Your character removes 2 Setback dice added to any checks they make due to fatigue or injuries (including Critical Injuries).

Skills

General

Alchemy (Int):

Athletics (Br)

Cool (Pr)

Coordination (Ag)

Discipline (Will)

Mechanics (Int)

Medicine (Int)

Perception (Cun)

Resilience (Br)

Riding (Ag): The vehicles of the past have, for the most part, either fallen apart or simply run out of fuel. There isn't much need for fast travel, but usually it is done with animals. However, if your characters happen across working vehicles, then they would use the Riding skill.

Skullduggery (Cun)

Stealth (Ag)

Survival (Cun): Since there is not much in the way of cities of streets to be "Streetwise" about in this setting, all elements of Streetwise are moved to Surivival.

Vigilance (Will)

Magic

Diabolism (Cun): In our time of need, people were desperate for aid, and many prayed to anything that would listen. However, what answered those prayers was no god. Dark entities, darker than the Fae, the Dead, or even the Lords of Night, from before the dawn of civilization, offered power, in return for a foothold in our world. In their desperation, some accepted the deal. Now these men and women wield demonic magics, their attacks wreathed in shadow and hellfire, powered by their devious cunning. They simply have to fear the wrath of their demonic masters.

Hemalurgy (Int): Some enterprising minds saw how the Lords of Night gain power from drinking blood, and had the idea that they could find a way to tap into that same power. After years of efforts, one madman finally learned the secret, and he passed it on to his students. Now these brilliant and mad individuals wield their own blood like a weapon, while also turning the blood running through their enemies' own veins against them. This is dangerous however, as using your own blood as a weapon can end with you not having any blood left.

Shadebinding (Will): Seventy percent of the population died nearly overnight, and many more died after that. That leaves a lot of ghosts. While the Dead wander the cities and towns they once called home, their restless spirits continue on, trapped, impotent, and enraged. Some survivors, equally enraged, could see these restless spirits, and that gave them ideas. They learned to bend the spirits of the dead to their will, channeling that rage into a weapon against the Endless Night. They always stand on the edge of a precipice however, as if they ever lose control, those enraged spirits could very easily turn against them.

Combat

Brawl (Br)

Melee - Heavy (Br)

Melee - Light (Br)

Ranged - Heavy (Ag)

Ranged - Light (Ag)

Social

Charm (Pr)

Coercion (Will)

Deception (Cun)

Leadership (Pr)

Negotiation (Pr)

Knowledge

The Way Things Are (Int): This is the equivalent to Knowledge (Education), except that there aren't really any schools anymore. The learning we get comes from the school of hard knocks and experience. Any knowledge not in the other two categories falls under this skill.

The Way Things Were (Int): This is the knowledge of the world's history, before the Endless Night began. Some think knowing about how things were back then is pointless, but knowing where in the city overrun by the Dead the old hospital is can be pretty important, don't you think?

Things that Go Bump (Int): If you want to know all about the beasties of our world, this is it. The Dead, the Lords of Night, the Fae, any info on them and how to kill them (I can't really think of anything else important to know about them) falls under this skill.

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

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)

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: Yes)

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

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)

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

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)

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)

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)

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)

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)

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)

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)

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)

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

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)

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)

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)

Magic

This world has no gods. Whatever gods it may have had left long ago. The world is plunged into an Endless Night, where light is rare, fleeting, and deceptive. Monsters of Nightmare cover the globe, and every horror imaginable is not only real, it has won. It makes sense that our world's magic would reflect this. Hellfire, blood magic, and channeling the power of wrathful ghosts.

Shape-Change:

Make an Average Magic check to shift one of your characteristic points (increase one characteristic while decreasing another). You remain in shapeshifted form until you make another check to change back or until you are incapacitated.

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)

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

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)

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)

Control

Make an Easy Magic check to use the blood of a target to gain some level of control over their body. If successful, you can immediately make a Magic check in place of a Charm, Coercion, or Deception check against the target.

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 whose body will, if successful, will do everything the controller commands. The target will immediately know that they are being magically controlled, and all future social encounters with the character will have the difficulty upgraded twice.

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

Diabolism

People used to make jokes about selling your soul to the Devil, but those jokes aren't quite as funny now that people are actually doing it. Well, your soul isn't exactly something you sell, but the deals they make still aren't exactly sunshine and rainbows. Each time they use their magic, their demonic masters get a little more of a foothold in our world.

Upgrade the difficulty of all Magic checks. A Despair on a Diabolism check opens a rift to a demonic dimension, unleashing a swarm of imps. Each time the rift is wider, later events allowing more powerful demons through. The GM determines how many instances this takes.

If the GM feels this is too common of an occurance, they can make it a 2 Despair requirement instead, but should scale the power of the demons coming through the rift appropriately.

Attack

Blast

Close Combat

Deadly

Fire

Impact

Range

Destructive

Empowered

Augment

Unholy Health (Divine Health)

Haste

Primal Fury

Range

Swift

Additional Target

Curse

Enervate

Misfortune

Range

Additional Target

Doom

Shape-Change

Greater Shape Change

Size-Changing

Bestial Change

Avian Change

Improved Bestial Change

Uncontrolled Change

Utility

Hemalurgy

Blood is power, so the Lords of Night say. I always thought that was just vampire talk for "we have all the power", but that changed when I met my first Hemalurgist. You would think a sorcerer would be a frail thing, but not this guy. Then again, it makes sense. Tougher, healthier body means you have more blood to draw from, after all.

By cutting open his hand and letting his own life blood flow, the man could end a life or save it. As much of a perversion as their art is, Hemalurgists are as much of a necessary evil as the grotesque revenants. Their dark magic has saved more lives than I care to count. Though I hear those healed with Hemalurgy are never quite the same afterwards...

When casting a spell, instead of suffering 2 strain, the player instead suffers 1 wound. They can suffer 2 additional wounds to add two automatic Advantages to the check. This can be done only once per check.

Attack

Blast

Close Combat

Deadly

Binding (Ice)

Range

Destructive

Empowered

Poisonous

Curse

Enervate

Misfortune

Range

Additional Target

Paralyzed

Control

Additional Target

Compulsion

Enduring Control

Heal

Additional Target

Range

Restoration

Heal Critical

Life Drain: Increase difficulty of spell by 2 to deal wounds to one target within range equal to wounds healed

Revive Incapacitated

Utility

Shadebinding

I've seen a lot of messed up things in my life, but to this day nothing scares me more than a Shadebinder. Those guys give me the willies. Shambling corpses, I can deal with. Blood-sucking monsters? Easy. Evil fairytale creatures? Weird, but acceptable. But when it comes to ghosts, I'm out of my depth. How do you kill something you can't touch? At least everything else has a definable weakness, something you can kill it with. Ghosts are just... too creepy.

If you had seen what Shadebinders are capable of, you would be scared too. Though, now that I think of it, there is one thing I fear more than a Shadebinder: All those spirits the Shadebinder controls if he ever loses control of them. I saw it happen once. It is not a pretty sight.

Dealing with spirits is not easy on the mind. The sanity of Shadebinders is often fraying around the edges, if it is not destroyed entirely. Upgrade the difficulty of all Fear checks by 1, and when suffering Trauma due to a Despair or Threats on a Fear check, treat the trauma as one step higher than the difficulty of the fear check.

Attack

Blast

Close Combat

Impact

Surge (Lightning)

Manipulative

Non-Lethal

Range

Empowered

Barrier

Additional Target

Range

Add Defense

Empowered

Reflection

Conjure

Additional Summon

Medium Summon

Range

Summon Ally

Curse

Enervate

Misfortune

Range

Additional Target

Despair

Utility

GM Rules

Fear & Sanity

See the Horror section in the Core Rulebook, pages 243-244.

Adversaries

Remnants of Man

Arcane Scientist (Nemesis)

Brawn Agility Intellect Cunning Willpower Presence

 1    2      4      3       2       2  

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

 1         14             18          0  

Skills: Charm 2, Coercion 3, Discipline 3, Knowledge 3 (What Goes Bump), Medicine 3, Ranged (Light) 1

Talents: Adversary 2 (upgrade the difficulty of all combat checks against this target twice), 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)

Abilities: Rise, My Minions! (once per session, may make a Hard Mechanics or Medicine check [depending on the type of minions the arcane scientist has]; for each uncanceled Success, one incapacitated minion within medium range heals all wounds and rejoins the encounter; it may act in the current round)

Equipment: Heavy pistol (Ranged [Light]; Damage 6; Critical 3; Range [Medium]), lab coat, goggles.

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)

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 (The Way Things Were) 2, Leadership 1

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)

Darkhunter (Nemesis)

Brawn Agility Intellect Cunning Willpower Presence

 3    4     2      3       3       2  

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

 5         18             16          0  

Skills: Athletics 2, Melee (Light) 3, Perception 2, Ranged (Heavy) 3, Stealth 3, Survival 2, Vigilance 3

Talents: Adversary 2

Abilities: None

Equipment: Swords (2) (Melee [Light]; Damage +3; Critical 2; Range [Engaged]; Defensive 1, Cold Iron), Crossbow** (Ranged [Heavy]; Damage 7; Critical 2; Range [Medium]; Pierce 2, Prepare 1)

Guttertrash Runner (Rival)

Brawn Agility Intellect Cunning Willpower Presence

 2    3      2      2       1       2  

|Soak| |Wound Threshold| |Defense|

 3         12         1/1 

Skills: Athletics 1, Brawl 2, Coordination 2, Knowledge (The Way Things Are) 1, Stealth 2, Survival 1, Vigilance 1

Talents: Quick Movement

Abilities: Nimble

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

Highborn Aristocrat (Rival)

Brawn Agility Intellect Cunning Willpower Presence

 2    2      2      2       1       3  

|Soak| |Wound Threshold| |Defense|

 2         10          0  

Skills: Charm 2, Cool 2, Deception 1, Leadership 1, Negotiation 1

Talents: Nobody's Fool 1

Abilities: None

Equipment: None

Leftover Survivor (Rival)

Brawn Agility Intellect Cunning Willpower Presence

 2    3      2      2       3       2  

|Soak| |Wound Threshold| |Defense|

 4         14          0  

Skills: Athletics 1, Knowledge (The Way Things Are) 2, Ranged (Heavy) 2, Resilience 1, Survival 1, Vigilance 2

Talents: Adversary 1, Nobody's Fool 1

Abilities: None

Equipment: Shotgun (Ranged [Heavy]; Damage 8; Critical 3; Range [Short]; Blast 4, Knockdown, Vicious 3)

Lost One (Minion)

Brawn Agility Intellect Cunning Willpower Presence

 3    2      1      2       1       1  

|Soak| |Wound Threshold| |Defense|

 4         5           0 

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

Talents: None

Abilities: None

Equipment: Improvised weapon (Melee [Light]; Damage +2; Critical 5; Range [Engaged]) heavy clothing

Militia (Minion)

Brawn Agility Intellect Cunning Willpower Presence

 2    2      2      2       2       1  

|Soak| |Wound Threshold| |Defense|

 3         4           0 

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

Talents: None

Abilities: None

Equipment: Assault rifle (Ranged [Heavy]; Damage 8; Critical 3; Range [Long]; Auto-fire), fatigues (+1 Soak)

Thug (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)

Wildman Survivalist (Rival)

Brawn Agility Intellect Cunning Willpower Presence

 3    2      1      3       2       2  

|Soak| |Wound Threshold| |Defense|

 4         14           0 

Skills: Melee (Light) 2, Knowledge (What Goes Bump) 1, Perception 1, Ranged (Heavy) 2, Stealth 1, Survival 2, Vigilance 1

Talents: Adversary 1

Abilities: Heart of Iron (Attacks against Fae creatures gain +10 to rolls for Critical hits)

Equipment: Spear (Melee [Light]; Damage +2; Critical 4; Range [Engaged]; Accurate 1, Defensive 1), Longbow (Rangd [Heavy]; Damage 8; Critical 3; Range [Long]; Unwieldy 3), heavy clothing (+1 Soak)

The Things Between

Experimental Mutant (Minion)

Brawn Agility Intellect Cunning Willpower Presence

 3    2      1      2       1       1  

|Soak| |Wound Threshold| |Defense|

 3         6           0 

Skills (group only): Athletics, Brawl

Talents: None

Abilities: None

Equipment: Claws (Brawl; Damage +2; Critical 3; Range [Engaged])

Mad Revenant (Rival)

Brawn Agility Intellect Cunning Willpower Presence

 4    2      2      2       2       1  

|Soak| |Wound Threshold| |Defense|

 4         12           0 

Skills: Athletics 2, Melee (Light) 2, Ranged (Light) 2, Vigilance 1

Talents: Adversary 1

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

Equipment: Really big and sharp knife (Melee (Light); Damage +2; Critical 3; Range [Engaged]; Pierce 2), heavy pistol (Ranged [Light]; Damage 6; Range [Medium]), heavy clothing (+1 Soak)

Mongrel Savage (Rival)

Brawn Agility Intellect Cunning Willpower Presence

 3    3      2      2       2       2  

|Soak| |Wound Threshold| |Defense|

 3         14           0 

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

Talents: Adversary 1

Abilities: The Beast Within (Mongrels generally look just like any other human. However, when your character is incapacitated due to exceeding their strain threshold while in human form, they undergo the following change as an out-of-turn incidental. They heal all strain; increase their Brawn and Agility by one, to a maximum of 5; and reduce their Intellect and Willpower by one to a minimum of 1. They deal +1 damage when making unarmed attacks, and their unarmed attacks have a Crit rating of 3. In addition, their jaws elongate into muzzles, their hair thickens and they grow more all over their bodies, and their eyes become those of a hunting cat or wolf. Your GM should ensure that NPCs react appropriately to this [at the very least, upgrading the difficulty of all social skill checks twice]. Your character reverts to human form after eight hours, or if they are incapacitated [by exceeding either their wound threshold or their strain threshold]), The Human Spirit (Once per session, your character may make a Hard Discipline check as an out-of-turn incidental. If they succeed, they may either trigger The Beast Within or avoid triggering it when they exceed their strain threshold)

Equipment: None

Sanity-Shattered Shadebinder (Nemesis)

Brawn Agility Intellect Cunning Willpower Presence

 2    2     3      3       4       2  

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

 2         15             18         1/1 

Skills: Knowledge (What Goes Bump) 3, Melee (Light) 2, Shadebinding 3

Talents: Adversary 3

Abilities: None

Equipment: Staff (+4 damage, first Range upgrade doesn't increase difficulty), heavy robes (1 Defense), (Conjures etherial swords.)

Creatures of Night

Beastman (Minion)

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), Fae (Cold Iron weapons count their Crit rating as 1 when used against Beastmen)

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

Fae 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: Fae Magic 4, Charm 4, Cool 4, Deception 5, Knowledge (What Goes Bump) 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 adds +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])

Lord of Night (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 (What Goes Bump) 3, Negotiation 3, Stealth 3, Vigilance 2

Talents: Adversary 2

Abilities: Blood Call (When Lord of Night damages a target using their fangs or a magic attack, they heal wounds equal to the wounds inflicted), Blood Mist (If Lord of Night 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 Lord of Night may spend a Triumph to stagger the target for 1 round), UV Sensitivity (While exposed to UV rays, Lord of Night 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 weapons count their Crit rating as 1 when used against Lords of Night)

Equipment: Fangs (Brawl; Damage 6; Critical 2; Range [Engaged]; Ensnare 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: Claws (Brawl; Damage +2; Critical 3; Range [Engaged])

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)

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 claws (Brawl; Damage +1; Critical 3; Range [Engaged])

Spawn of the Night (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 Spawn of the Night damages a target using their fangs or a magic attack, they heal wounds equal to the wounds inflicted), UV Sensitivity (While exposed to UV rays, Spawn of the Night 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 weapons count their Crit rating as 1 when used against Spawn of the Night)

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

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])

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)

The Dead (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

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)