The High Windows

The High Windows #

Clockwalker #

Inhuman ; Metal & Flesh


Skills: Fight 16, Move 15, Study 12, Survive 16, Talk 8, Operate 11
Focuses: Melee 5, Resilience 3


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 3: +3 Chaos for first damage reduction in combat (by taking negative Trait).


Actions #

  • Arm Blades [Major]: 5 damage, Follow Up (First use in turn is a minor action).
  • High-End Flamethrower [Major]: 3 damage, Nearby, Burn 3 (3 damage at end of round), Cooldown (Skip 1 round 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


Abilities #

Shooter: Base difficulty of ranged attacks is 1.


Actions #

  • Rifle Shot [Major]: 4 damage, Distant Range.
  • Drop ’em [Major, 2 Chaos]: 3 damage, Distant Range. Target becomes Prone.

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 #

Shooter: Base difficulty of ranged attacks is 1.
Night Vision: Ignore Traits that hinder sight.


Actions #

  • Rifle Shot [Major]: 4 damage, Distant Range, Precise (Reroll 1d20 on attack).
  • Two in One [Major, 1 Chaos]: 3 damage, Distant Range. Damages all targets in line of fire.
  • Drop ’em [Major, 1 Chaos]: 3 damage, Distant Range. Target becomes Prone.
  • Drop it [Major, 1 Chaos]: Distant Range. Target drops an item they held. +1 difficulty for items held in two hands.

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 #

Chaos as Mana: Chaos may be spent instead of Mana.


Actions #

  • Pistol [Major]: 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 #

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


Actions #

  • Sword [Major]: 3 damage.
  • Stay back! [Reaction, 1 Chaos]: 2 damage, Precise (Reroll 1d20 on attack). Trigger when an ally within reach is attacked.

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


Actions #

  • Katana [Major]: 3 damage, Intense (+X damage when rolling X extra successes).
  • Shock-volver [Minor]: 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 #

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.

ElTa, Corporate Operative #

Motherly Instincts ; Forced Into Servitude


Skills: Fight 17, Move 15, Study 10, Survive 15, Talk 9, Operate 12
Focuses: Melee 5, Firearms 4, Resilience 3


Stress: 15
Natural Armor: 4


Abilities #

Menacing 5: +5 Chaos when enters the scene.
Shooter: Base difficulty of ranged attacks is 1.


Actions #

  • Repulsor Gauntlets [Major]: 3 damage, Melee, Cooldown (Skip 1 round between uses). On successful attack, target is pushed back 1 zone. +1 damage if they hit anything on the way. Both gloves may be used at once to double the range of the push and all damage.
  • Crystal Blast [Minor]: Range, Bind 2 (Targets get Bound 2 when rolling extra successes). Bound targets are released when receiving damage. The cluster shutters and causes 2 damage to enemies within reach.
  • Bloody Dash [Reaction, 1 Chaos]: When attacked, ElTa may move to a nearby point immediately.

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.
Chaos as Mana: Chaos may be spent instead of Mana.


Actions #

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

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.

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.
Chaos as Mana: 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]: 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.

Feed [Survive, Free Action, 3 Mana]
As a successful attack, set damage to 4, recover stress equal to amount dealt.


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]: 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.


Asano Kiri, Corrupt Syter #


Skills: Fight 9, Move 13, Study 15, Survive 10, Talk 14, Operate 12
Focuses: Matter Alteration 3, Observation 4, Society 3


Stress: 10
Armor: 3
Mana: 10


Powers #

Dimensional Gate [Study, Minor Action, 2 Mana]
Connect two points in space. Each end of the gate must be within reach at creation and requires a minor action. It lasts until end of scene, can also be closed at will.

  • Remote [+1 Mana]: Place one end of the gate at a nearby location that you can see. This improvement may be repeated for the second end.

Teleport [Study, Minor Action, 2 Mana]
Teleport to a nearby location.

  • Farther [+X Mana]: Increase the range of Teleport by 1 zone per Mana spent.
  • Hitchhike [+X Mana]: Take with you additional characters that are within reach, 1 character per Mana spent.
  • Nostalgic [+1 Mana]: You don’t have to see the destination of your teleport, as long as it’s within range and you’ve been there before.

Equipment #

  • Gatling Gun: 3 damage, Range, Intense (+X damage when rolling X extra successes), Unsafe 2 (+2 for complication range). As a major action, a line of continuous fire may be sustained until the start of your next turn. It is drawn from you to a nearby point. Any character who passes that line suffers 3 damage. To continue using the gatling gun afterwards, a minor action is required to reload it.