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 8, Talk 12, Operate 9
Focuses: Melee 4, Stealth 3, Streetwise 2, Persuasion 4


Stress: 8


Abilities #

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


Actions #

  • Revolver [Major Action]: 3 damage, Range.
  • Knife [Major Action]: 2 damage.
  • Dirty Trick [Minor Action, 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 Action]: 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 #

Defender: Can take the Defend reaction.
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 Action]: 4 damage, Block (Reroll 1d20 on defense).

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


Actions #

  • Revolver [Major Action]: 3 damage, Range.

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
Armor: 1
Natural Armor: 2


Abilities #

Defender: Can take the Defend reaction.
Helper: Can assist allies within reach as a free action.


Actions #

  • Revolver [Major Action]: 3 damage, Range.
  • Officer’s Sword [Major Action]: 4 damage, Block (Reroll 1d20 on defense).
  • Not so Fast [Reaction Action]: 4 damage. When an enemy leaves your reach.
  • Cover Fire [Minor Action, 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).
  • 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 Action]: 2 damage.
  • Wristbow [Major Action]: 2 damage, Range, Subtle 2 (Study at difficulty 2 to notice attacks), Concealed (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 Energetic. Difficulty of Boldly tests are reduced by -1, and difficulty of Study tests are increased by +1.

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
Mana: 8


Abilities #

Menacing 3: +3 Chaos when enters the scene.
Immune to Pain: Unharmed by related affects.
Wrathful: +2 Chaos for first damage reduction in combat (by taking negative Trait).


Actions #

  • Massive Fists [Major Action]: 5 damage, Destructive (Each Momentum generated by an attack may be spent to reduce the target’s armor or cover by 1), Knockdown (When rolling X extra successes, targets must Survive at difficulty X or be Prone).

Powers #

Inhuman Strength [Survive, Minor Action, 2 Mana]
Forcefully tests get a focus equal to Survive score until end of next round.

  • Put Your Back Into It [+1 Mana]: The power stays in effect 1 more round.

Abnormal Constitution [Survive, Minor Action, 1 Mana]
Resilience is doubled until end of next round.

Inhuman Stamina [Survive, Free Action, 1 Mana]
Rush action as a minor action.

  • Faster! [+X Mana]: Move X more zones. This can be activated after the roll.

Maniacal Laughter [Survive, Major Action, 2 Mana]
Talk test at Difficulty 0. All nearby enemies roll Survive at Difficulty X, where X is the number of extra successes. 2 mental damage on failure, Ciril restores stress equal to the amount dealt this way.