Criminals & Punishers

Criminals & Punishers #

Andrew Bell #

No one else is trustworthy, why should I be? ; Charming Narcissist


Skills: Fight 11, Move 11, Study 9, Survive 10, Talk 12, Operate 9
Focuses: Melee 4, Stealth 3, Streetwise 3, Persuasion 4


Stress: 10
Armor: 2


Abilities #

Determined: Can make a Determination use by spending 3 Chaos.


Actions #

  • Revolver [Major]: 3 damage, Range.
  • Knife [Major]: 2 damage.
  • Dirty Trick [Minor, 1 Chaos]: Your next attack deals +X damage, where X is the amount of Chaos in the pool.

Baylor City Guard #

Trusted by the People


Skills: Fight 10, Move 8, Study 8, Survive 8, Talk 9, Operate 7
Focuses: Melee 3


Stress: 8
Armor: 2


Actions #

  • Rapier [Major]: 3 damage, Piercing (Ignores armor).

Baylor City Captain #

Charismatic ; Loyal Soldiers


Skills: Fight 12, Move 10, Study 10, Survive 10, Talk 11, Operate 9
Focuses: Melee 4, Tactics 4


Stress: 10
Armor: 3


Abilities #

Helper: Can assist allies within reach as a free action.
Protector: Allies within reach are Protected (+1 difficulty to attacks, does not stack).


Actions #

  • Officer’s Sword [Major]: 4 damage.

Everlight Cop #

Motivated by Power


Skills: Fight 9, Move 8, Study 6, Survive 6, Talk 6, Operate 7
Focuses: Firearms 4, Streetwise 2


Stress: 6
Armor: 2


Abilities #

Shooter: Base difficulty of ranged attacks is 1.


Actions #

  • Revolver [Major]: 3 damage, Range.

Street Brute #

Violence is the Answer


Skills: Fight 12, Move 9, Study 8, Survive 12, Talk 8, Operate 9
Focuses: Melee 3


Stress: 12
Armor: 2


Abilities #

Protector: Allies within reach are Protected (+1 difficulty to attacks, does not stack).


Actions #

  • Fists [Major]: 3 damage.
  • Not so Fast [Reaction]: 3 damage. When an enemy leaves your reach.

Everlight Police Officer #

Corrupted by Power


Skills: Fight 11, Move 10, Study 8, Survive 8, Talk 8, Operate 9
Focuses: Firearms 4, Melee 3, Deception 2, Observation 2


Stress: 8
Natural Armor: 3


Abilities #

Shooter: Base difficulty of ranged attacks is 1.


Actions #

  • Revolver [Major]: 3 damage, Range.
  • Officer’s Sword [Major]: 4 damage.
  • Cover Fire [Minor, 1 Chaos]: Target cannot take the next turn in the initiative order (unless it is the last in the round).

Equipment #

  • Volter: 1 damage, Melee, Consumable 1, Favourable 5 (+5 for critical success range), Stun (When rolling X extra successes, targets must Survive at difficulty X or be Stunned).

Mercenery #

Greedy


Skills: Fight 13, Move 12, Study 10, Survive 10, Talk 9, Operate 11
Focuses: Melee 4


Stress: 10
Armor: 3


Abilities #

Menacing 2: +2 Chaos when enters the scene.


Actions #

  • Mean Sword [Major]: 4 damage, Precise (Reroll 1d20 on attack).

Equipment #

  • Neurotoxin Grenade: Consumable 1, Range, Zone (Affects all characters within a zone). Applies to a nearby zone. Every character that remains in the zone at the end of a round suffers 1 Piercing damage due to suffocation. The damage is increased by 1 for every consecutive round without air.
  • Oxygen Mask: Protecting the eyes and airways from dangerous chemicals, this mask may be used to breath clean air for 5 consecutive rounds. It may also be used to breath underwater for the same duration.

Drug Thug #


Skills: Fight 11, Move 12, Study 8, Survive 8, Talk 10, Operate 11
Focuses: Firearms 2, Streetwise 4, Resilience 3


Stress: 8


Abilities #

Immune to Poison: Unharmed by related affects.


Actions #

  • Blade [Major]: 2 damage.
  • Wristbow [Major]: 2 damage, Range, Subtle 2 (Study at difficulty 2 to notice attacks), Concealable (Requires a skill test to detect).

Equipment #

  • Sleep Darts: Consumable 3. Targets must Survive at difficulty 2 or receive the Trait Asleep.
  • Adrenaline Booster: Consumable 1. Target recovers 2 stress.
  • Batch of Glow-Snow: Consumable 1. The target becomes Ecstatic. -1 difficulty to Boldly tests, +1 difficulty to Carefully tests.

Ciril, the All-Natural Gladiator #


Skills: Fight 16, Move 12, Study 9, Survive 16, Talk 13, Operate 8
Focuses: Melee 5, Athletics 5, Resilience 5


Stress: 16
Natural Armor: 4


Abilities #

Menacing 2: +2 Chaos when enters the scene.
Wrathful 4: +4 Chaos for first damage reduction in combat (by taking negative Trait).
Iconic Move: -1 difficulty on actions against Prone or Seized targets.


Actions #

  • Massive Fists [Major]: 5 damage, Destructive (Targets’ armor is reduced by X when rolling X extra successes), Knockdown (When rolling X extra successes, targets must Survive at difficulty X or be Prone).
  • COME ‘ERE [Major]: 3 damage. Seizing the target after a successful use costs 1 Chaos.
  • Maniacal Laughter [Major, 2 Chaos]: Talk contest against all nearby enemies. 2 mental damage on failure, Ciril restores stress equal to the amount dealt this way.