Outcasts

Outcasts #

Rebel Warrior #

Rebellion


Skills: Fight 9, Move 10, Study 8, Survive 9, Talk 8, Operate 8


Stress: 9


Actions #

  • Spear [Major Action]: 3 damage.
  • Crossbow [Major Action]: 2 damage, Distant Range, Subtle 2 (Study at difficulty 2 to notice attacks).

Deep in the forests of Ka’athys, the natives fight against their past overlords. Some fight for freedom. Others, for revenge.


Yanus, Rebel Leader #

Rebellion ; Freak of Nature


Skills: Fight 14, Move 13, Study 11, Survive 12, Talk 13, Operate 9
Focuses: Melee 3, Wilderness 5, Resilience 4


Stress: 12
Natural Armor: 3


Abilities #

Defender: Can take the Defend reaction.
Resistant to Fire: -2 damage, -1 difficulty to related affects.
Wrathful: +2 Chaos for first damage reduction in combat (by taking negative Trait).


Actions #

  • Sword [Major Action]: 3 damage, Block (Reroll 1d20 on defense).
  • Flare [Major Action]: 1 damage, Burn 2 (Targets get the condition Burning 2).

Powers #

Regenerate Shell [Survive, Major Action, X Mana]
Increase or restore natural armor by X until end of scene. X maximum is Resilience score.

Summon Swarm [Survive, Major Action, 2 Mana]
Summon a Mazki Denura Swarm.

  • Haste [+1 Mana]: The swarm acts immediately.

Leader of the local rebel unit, Yanus got his symbionetic powers enhanced by taking part in experiments run by a research group from Everlight. Now he attempts to gain full power over the Mazki Denura, and will stop at nothing to advance the cause of his people.


Mutant Test Subject #


Skills: Fight 10, Move 13, Study 8, Survive 12, Talk 8, Operate 8
Focuses: Resilience 5, Melee 3


Stress: 12
Natural Armor: 3
Mana: 8


Actions #

  • Claws [Major Action]: 2 damage, Follow Up (First use in turn is a minor action), Concealed (Requires a skill test to detect).

Powers #

Feed [Survive, Major Action, 3 Mana]
4 damage to enemy within reach, recover stress equal to dealt amount.

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.

Lowly Cultist #


Skills: Fight 8, Move 7, Study 9, Survive 6, Talk 8, Operate 6
Focuses: Theology 2


Stress: 3


Abilities #

Immune to Fear: Unharmed by related affects.


Actions #

  • Dagger [Major Action]: 2 damage, Concealed (Requires a skill test to detect).

Skinner, The Scalped Loser #

Freak ; Not Much Skin Left


Skills: Fight 12, Move 11, Study 8, Survive 12, Talk 9, Operate 8


Stress: 12
Natural Armor: 2
Mana: 4


Abilities #

Passive Regeneration 1: Recover 1 stress at start of round.
Menacing 1: +1 Chaos when enters the scene.


Actions #

  • Blade [Major Action]: 3 damage.

Powers #

Heat Aura [Survive, Minor Action, 1 Mana]
1 damage at end of round for you and characters within reach.

  • Keep the Ember Burning [+1 Mana]: Keep the power in effect one additional round as a free action.
  • Is it Hot In Here or is it Just Me? [+1 Mana]: The power affects all characters in the zone.
  • Too Hot to Handle [+1 Mana]: +1 damage. Repeatable up to +3 damage.

Briar, City-Grown #

Thorny Personality ; She’s got spines everywhere. Yep, even there.


Skills: Fight 11, Move 11, Study 10, Survive 8, Talk 13, Operate 7


Stress: 8


Abilities #

Climbing: Scale walls and stick to surfaces at ease.
Menacing 4: +4 Chaos when enters the scene.
Ashes to Gold: Chaos may be spent instead of Mana.


Actions #

  • Spike Dart [Major Action]: 3 damage, Range.
  • Hedge the Hog [Major Action, 1 Chaos]: 2 damage, Range, Favourable 2 (+2 for critical success range), Bind 2 (Targets get Bound 2 when rolling extra successes).