The High Windows #
Clockwalker #
Inhuman ; Metal & Flesh
Skills: Fight 16, Move 15, Study 12, Survive 16, Talk 8, Operate 11
Stress: 3
Armor: 10
Abilities #
Climbing: Scale walls and stick to surfaces at ease.
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 #
- Arm Blades [Major Action]: 5 damage, Follow Up (First use in turn is a minor action).
- High-End Flamethrower [Major Action]: 3 damage, Range, Burn 3 (Targets get the condition Burning 3), Cooldown 1 (Skip 1 rounds between uses).
Equipment #
- Magnetic Flywheel Core
Sniper #
Steady Hands
Skills: Fight 12, Move 9, Study 11, Survive 8, Talk 8, Operate 12
Focuses: Firearms 4, Observation 4
Stress: 8
Actions #
- Rifle Shot [Major Action]: 4 damage, Distant Range.
- Drop ’em [Major Action, 2 Chaos]: 3 damage, Distant Range. Target becomes Prone.
- In My Sights [Minor Action]: -1 difficulty for next ranged attack.
Equipment #
- Binoculars: Reduces by 2 the difficulty of Study checks on distant targets, to a minimum of 1.
Elite Sniper #
Steady Hands ; Nerves of Steel
Skills: Fight 14, Move 11, Study 13, Survive 10, Talk 10, Operate 14
Focuses: Firearms 7, Observation 4, Stealth 3
Stress: 10
Abilities #
Night Vision: Ignore Traits that hinder sight.
Actions #
- Rifle Shot [Major Action]: 4 damage, Distant Range, Precise (Reroll 1d20 on attack).
- Two in One [Major Action, 1 Chaos]: 3 damage, Distant Range. Damages all targets in line of fire.
- Drop ’em [Major Action, 1 Chaos]: 3 damage, Distant Range. Target becomes Prone.
- Drop it [Major Action, 1 Chaos]: Distant Range. Target drops an item they held. Difficulty 3 for items held in two hands.
- In My Sights [Minor Action]: -1 difficulty for next ranged attack.
Equipment #
- Binoculars: Reduces by 2 the difficulty of Study checks on distant targets, to a minimum of 1.
Mordechai Livingstone, Scholar #
Skills: Fight 9, Move 9, Study 15, Survive 11, Talk 14, Operate 16
Focuses: Matter Alteration 5, Observation 4, Engineering 3
Stress: 11
Mana: 10
Abilities #
Ashes to Gold: Chaos may be spent instead of Mana.
Actions #
- Pistol [Major Action]: 2 damage, Range.
Powers #
Harden [Operate, Minor Action, 2 Mana]
Gain temporary natural armor equal to Matter Alteration focus. It ablates by 1 at end of each round.
- Target [+1 Mana]: The affect is applied to a nearby target instead.
Crumbling Passage [Operate, Minor Action, 2 Mana]
Until end of turn, can pass through walls and floors. Cannot avoid damage or move through enemies. If turn ends within solid matter, immediately pushed to nearest space and suffers 2 damage.
- Hitchhike [+X Mana]: Take other characters with you, each costing 2 additional Mana.
Densify Atmosphere [Operate, Major Action, 2 Mana]
Create a wall of air across a nearby zone. It blocks ranged attacks and requires a major action to move through. Lasts until the end of scene, dispelled at will.
Under Pressure [Operate, Major Action, 3 Mana]
Choose a point in a nearby zone, and either Vacuum or Increased Pressure. All characters within the zone must Survive at difficulty equal to Matter Alteration focus or be affected. On Vacuum, all affected are pulled into the point. On Increased Pressure, all affected are blased away from the point into adjacent zones. If their path is blocked, they suffer 3 damage.
- A Little Push is All That’s Needed [+1 Mana]: Characters who fail the skill check fall Prone.
Equipment #
- Miniature Morse Transceiver: This small, brick-like mechanical device can capture and transmit radio frequencies over large distances. Decoding and encoding short messages is a difficulty 1 Operate test and takes 10 minutes. Transmitting a signal is a difficulty 2 Operate test.
Bodyguard #
Skills: Fight 12, Move 10, Study 11, Survive 13, Talk 9, Operate 8
Focuses: Melee 3, Vehicles 2
Stress: 13
Abilities #
Defender: Can take the Defend reaction.
Protector: Allies within reach are Protected (+1 difficulty to attacks, does not stack).
Actions #
- Sword [Major Action]: 3 damage, Block (Reroll 1d20 on defense).
- Stay back! [Reaction Action, 1 Chaos]: 2 damage, Block (Reroll 1d20 on defense). Defense roll when an ally within reach is attacked. Counter-attacking is free on success.
Super Soldier #
Skills: Fight 13, Move 12, Study 9, Survive 11, Talk 9, Operate 12
Focuses: Melee 4, Firearms 4, Tactics 3
Stress: 11
Armor: 3
Mana: 8
Abilities #
Defender: Can take the Defend reaction.
Whistling with the Bullets: Can defend against ranged attacks.
Vigilance: Defending is a free action.
Actions #
- Katana [Major Action]: 3 damage, Intense (+X damage when rolling X extra successes).
- Shock-volver [Minor Action]: 1 damage, Range, Knockdown (When rolling X extra successes, targets must Survive at difficulty X or be Prone), Favourable 2 (+2 for critical success range).
Powers #
Fast Reflexes [Survive, Free Action, 1 Mana]
Reroll 1d20 on a defense, repeatable.
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.
Piotr Hilcai #
Skills: Fight 9, Move 10, Study 13, Survive 10, Talk 15, Operate 8
Focuses: Resilience 3, Theology 3, Society 4
Stress: 10
Natural Armor: 2
Mana: 6
Abilities #
Climbing: Scale walls and stick to surfaces at ease.
Defender: Can take the Defend reaction.
Ashes to Gold: Chaos may be spent instead of Mana.
Actions #
- High-quality Sword [Major Action]: 4 damage.
Powers #
Bio-Whip [Survive, Major Action, 1 Mana]
Move to a nearby location.
- Hitchhike [+1 Mana]: You may latch onto a character and pull them to you, with enemies requiring a contest test.
- Wrap it Up [+1 Mana]: The target has to pass a skill test at a difficulty equal to your Resilience score or get Bound 2.
Fast Reflexes [Survive, Free Action, 1 Mana]
Reroll 1d20 on a defense, repeatable.
Shed Skin [Survive, Free Action, 2 Mana]
Turn to your destined form with full Stress, Mana and Natural Armor. Requires being at half Stress or under.
Piotr Hilcai Destined Form #
Skills: Fight 14, Move 12, Study 10, Survive 16, Talk 15, Operate 8
Focuses: Resilience 5, Melee 4, Acrobatics 4
Stress: 16
Natural Armor: 3
Mana: 12
Abilities #
Climbing: Scale walls and stick to surfaces at ease.
Defender: Can take the Defend reaction.
Ashes to Gold: Chaos may be spent instead of Mana.
Menacing 4: +4 Chaos when enters the scene.
Two Turns: Acts two times per round.
Determined: Can make a Determination use by spending 3 Chaos.
Passive Regeneration 1: Recover 1 stress at start of round.
Actions #
- Claws [Major Action]: 3 damage, Follow Up (First use in turn is a minor action).
Powers #
Bio-Whip [Survive, Major Action, 1 Mana]
Move to a nearby location.
- Hitchhike [+1 Mana]: You may latch onto a character and pull them to you, with enemies requiring a contest test.
- Wrap it Up [+1 Mana]: The target has to pass a skill test at a difficulty equal to your Resilience score or get Bound 2.
Fast Reflexes [Survive, Free Action, 1 Mana]
Reroll 1d20 on a defense, repeatable.
Feed [Survive, Major Action, 3 Mana]
4 damage to enemy within reach, recover stress equal to dealt amount.
Persival Brimes, Leader of the Cult of Lost Names #
Skills: Fight 12, Move 13, Study 14, Survive 9, Talk 12, Operate 15
Focuses: Matter Alteration 5, Engineering 3, Theology 4
Stress: 9
Mana: 12
Abilities #
Two Turns: Acts two times per round.
Immutable: +1 difficulty to change or remove Traits you create.
Actions #
- High-quality Sword [Major Action]: 4 damage.
Powers #
Harden [Operate, Minor Action, 2 Mana]
Gain temporary natural armor equal to Matter Alteration focus. It ablates by 1 at end of each round.
- Target [+1 Mana]: The affect is applied to a nearby target instead.
Crumbling Passage [Operate, Minor Action, 2 Mana]
Until end of turn, can pass through walls and floors. Cannot avoid damage or move through enemies. If turn ends within solid matter, immediately pushed to nearest space and suffers 2 damage.
- Hitchhike [+X Mana]: Take other characters with you, each costing 2 additional Mana.
Alter Flammability [Operate, Major Action, 1 Mana]
Apply or remove Trait Flammable to nearby target or object until end of next round (start Burning after successful attack, 2 damage at end of each round).
- Immediate [+1 Mana]: The target is set ablaze immediately, and starts burning right away.
Darken [Operate, Major Action, 2 Mana]
Apply Trait Darkness to nearby zone for a number of rounds equal to Matter Alteration focus.
- Continuous [+2 Mana]: The power remains in effect until the end of the scene.
Turn Fragile [Operate, Major Action, 4 Mana]
Nearby target becomes Fragile until end of next round. +1 difficulty to Survive tests, doubled physical damage.