Name 0 0 0 Cunning 0 Presence 0 Brawn 0 Willpower 0 Intellect 0 Agility 0 Soak 0 Wound threshold 0 Strain threshold 0 M/r defense 0 0 Skills: None. Talents: None. Abilities: None. Weapons: None. Equipment: None. ⚠️ Warnings: Minion Rival Nemesis 🇬🇧 🇫🇷 🇵🇱 Characteristic arrays Name Caracteristics Power levels Examples Small Creature Brawn: 1, Agility: 2, Intellect: 1, Cunning: 3, Willpower: 1, Presence: 1 -1 -1 0 Mouse, bird, snake, cat Large Creature Brawn: 4, Agility: 2, Intellect: 1, Cunning: 2, Willpower: 1, Presence: 1 1 -1 0 Bear, ox, horse, cow, ram Stealthy Creature Brawn: 2, Agility: 3, Intellect: 1, Cunning: 3, Willpower: 1, Presence: 1 0 -1 0 Puma, deer, shark Huge Creature Brawn: 5, Agility: 1, Intellect: 1, Cunning: 1, Willpower: 1, Presence: 1 1 -1 -1 Elephant, dinosaur Average Person Brawn: 2, Agility: 2, Intellect: 2, Cunning: 2, Willpower: 2, Presence: 2 0 0 0 Any regular person Tough Person Brawn: 3, Agility: 2, Intellect: 2, Cunning: 2, Willpower: 2, Presence: 1 0 -1 0 Laborer, mob tough, soldier Smart Person Brawn: 1, Agility: 2, Intellect: 3, Cunning: 2, Willpower: 2, Presence: 2 -1 0 0 Student, medic, hacker Sociable Person Brawn: 2, Agility: 2, Intellect: 2, Cunning: 2, Willpower: 1, Presence: 3 0 0 0 Politician, manager Jack of All Trades Brawn: 3, Agility: 3, Intellect: 3, Cunning: 3, Willpower: 3, Presence: 3 1 1 1 Any competent person Skilled Warrior Brawn: 4, Agility: 3, Intellect: 2, Cunning: 2, Willpower: 3, Presence: 1 2 0 0 Knight, berserker, veteran Savant Brawn: 2, Agility: 1, Intellect: 5, Cunning: 2, Willpower: 2, Presence: 1 -1 -1 1 Scholar, researcher, surgeon Born Leader Brawn: 2, Agility: 2, Intellect: 2, Cunning: 3, Willpower: 3, Presence: 5 0 2 0 President, ruler, general Cunning Foe Brawn: 2, Agility: 4, Intellect: 2, Cunning: 4, Willpower: 2, Presence: 2 1 0 1 Spy, assassin, military scout Mastermind Brawn: 3, Agility: 3, Intellect: 4, Cunning: 4, Willpower: 5, Presence: 3 1 2 2 The main villain in a story Soak, defense, and wound and strain thresholds Name Derived attribute Power levels Examples Tough Skin +1 soak, +2 wound threshold 0 0 0 Minions, rivals, nemeses Armored Hide +2 soak, +5 wound threshold 1 0 0 Rival or nemesis animals or non-humans Dodgy +1 melee defense, +1 ranged defense 0 0 0 Minions, rivals, nemeses Close Combatant +2 melee defense 0 0 0 Rivals, nemeses Camouflaged +1 melee defense, +2 ranged defense 1 0 0 Rival or nemesis animals or non-humans Hardy +5 wound threshold 0 0 0 Rivals, nemeses Very Tough +10 wound threshold 1 0 0 Rival animals or non-humans and all nemeses Giant Body +25 wound threshold 2 0 0 Silhouette 3 or higher animal rivals and nemeses Savvy +5 strain threshold 0 0 0 Nemeses Mental Giant +10 strain threshold 0 1 0 Main character nemeses Skill packages Name Skills Power levels Basic Creature Athletics: 1, Brawl: 1, Survival: 2, Vigilance: 2 000 Ferocious Creature Athletics: 3, Brawl: 4, Perception: 2, Survival: 3, Vigilance: 1 101 Predatory Creature Brawl: 3, Coordination: 3, Perception: 4, Survival: 2, Stealth: 3 101 Territorial Creature Brawl: 2, Resilience: 3, Survival: 4, Vigilance: 4 002 Soldier Athletics: 2, Discipline: 1, Melee: 2, Ranged: 2, Resilience: 2, Vigilance: 2 101 Duelist Cool: 3, Coordination: 3, Melee: 5, Stealth: 1 100 Scout/Sniper Cool: 2, Perception: 3, Ranged: 5, Stealth: 4, Survival: 3, Vigilance: 3 202 Brawler/Laborer Athletics: 3, Brawl: 2, Resilience: 3 000 Gunslinger Cool: 3, Coordination: 2, Ranged: 4, Skulduggery: 3 100 Sailor Athletics: 2, Operating: 3, Perception: 2, Ranged: 1, Vigilance: 1 001 Spy/Con Artist Cool: 2, Charm: 3, Deception: 4, Knowledge: 1, Skulduggery: 4, Stealth: 3 022 Thief/Assassin Coordination: 3, Deception: 2, Melee: 3, Skulduggery: 4, Stealth: 5, Streetwise: 3, Vigilance: 1 104 Researcher Astrocartography: 5, Computers: 3, Discipline: 2, Knowledge: 5, Perception: 4 005 Natural Philosopher Alchemy: 4, Knowledge: 4, Medicine: 2, Negotiation: 1, Perception: 2 003 Doctor Cool: 2, Discipline: 2, Leadership: 1, Medicine: 4, Melee: 1 012 Knight/Warrior Leader Athletics: 1, Discipline: 2, Driving: 3, Leadership: 3, Melee: 4, Riding: 3 122 Captain of a Vessel Astrocartography: 4, Coercion: 2, Discipline: 3, Leadership: 4, Operating: 4, Ranged: 3 123 Politician/Official Charm: 4, Coercion: 2, Cool: 2, Leadership: 3, Negotiation: 5, Vigilance: 1 031 Mage Alchemy: 2, Arcana: 4, Coercion: 2, Knowledge: 4 202 Priest Charm: 2, Discipline: 3, Divine: 4, Knowledge: 4 212 Druid Knowledge: 4, Primal: 4, Survival: 3, Vigilance: 2 202 Pilot/Driver/Rider Cool: 2, Coordination: 3, Driving: 4, Piloting: 4, Ranged: 3, Riding: 4 103 Merchant Charm: 2, Deception: 3, Negotiation: 3, Perception: 2, Vigilance: 3 030 Crime Boss Brawl: 4, Coercion: 5, Discipline: 2, Leadership: 2, Ranged: 2, Streetwise: 4 231 Bureaucrat Cool: 3, Discipline: 3, Knowledge: 2, Negotiation: 2, Vigilance: 3 031 Mechanic Athletics: 2, Brawl: 1, Computers: 1, Mechanics: 4, Resilience: 3 003 Hacker Computers: 5, Cool: 2, Deception: 2, Streetwise: 2 013 Criminal Tough Brawl: 2, Coercion: 3, Resilience: 3, Skulduggery: 3, Streetwise: 2 012 Investigator Charm: 2, Coercion: 2, Discipline: 3, Perception: 3, Streetwise: 3, Survival: 3, Vigilance: 3 023 Wrangler/Survivalist Athletics: 4, Coordination: 2, Perception: 3, Ranged: 2, Riding: 3, Survival: 4 003 Cop/Town Guard Coercion: 2, Driving: 2, Leadership: 2, Melee: 2, Ranged: 2 110 Adversary talents Talent Description Power levels Adversary 1 Passive; Upgrade the difficulty of all combat checks targeting this character once per rank of Adversary. 000 Adversary 2 Passive; Upgrade the difficulty of all combat checks targeting this character once per rank of Adversary. 100 Adversary 3 Passive; Upgrade the difficulty of all combat checks targeting this character once per rank of Adversary. 200 Animal Companion Passive; Your character creates a bond with a single animal approved by your GM. This animal must be silhouette 0 (no larger than a mid-sized dog). The bond persists as long as your character chooses, although at your GM’s discretion, the bond may also be broken due to abusive treatment or other extenuating circumstances. As long as the bond persists, the animal follows your character, and you dictate the animal’s overall behavior (although, since the animal is only bonded with the character, not dominated, it may still perform inconvenient actions such as scratching furniture, consuming rations, and marking territory). Once per round in structured encounters, your character may spend one maneuver to direct their animal in performing one action and one maneuver during your character’s turn. The animal must be within hearing and visual range of your character (generally medium range) to do this. Otherwise, the animal does not contribute to the encounter. The specifics of its behavior are up to you and your GM. For every additional rank of Animal Companion your character has, increase the allowed silhouette of the companion by one (this may mean your character gets a new companion, or their companion grows in size). This talent can also change in flavor depending on the nature of your game setting. While an animal companion may make sense in many settings, in a futuristic setting it may make more sense for the “animal” to be a robot or drone, for example. 101 Barrel Roll Active (Incidental, Out of Turn); Your character can only use this talent while piloting a starfighter or airplane of Silhouette 3 or less. When your vehicle suffers a hit from a ranged combat check, after damage is calculated but before armor is applied, your character may have their vehicle suffer 3 system strain to use this talent. Then, reduce the damage suffered by a number equal to their ranks in Piloting. 100 Berserk Activation: Active (Maneuver); Once per encounter, your character may use this talent. Until the end of the encounter or until they are incapacitated, your character adds to all melee combat checks they make. However, opponents add to all combat checks targeting your character. While berserk, your character cannot make ranged combat checks. At the end of the encounter (or when they are incapacitated), your character suffers 6 strain. 000 Brilliant Casting page 95 100 Clever Retort Active (Incidental, Out of Turn); Once per encounter, your character may use this talent to add automatic to another character’s social skill check 000 Coordinated Assault 3 Active (Maneuver); Once per turn, your character may use this talent to have a number of allies engaged with your character equal to your ranks in Leadership add to all combat checks they make until the end of your character’s next turn. The range of this talent increases by one band per rank of Coordinated Assault beyond the first. 100 Distinctive Style Active (Incidental); When making a Computers check to hack a system or break into a secured network, before rolling, your character may use this talent to add to the results. Tier: 3 If you are using the optional hacking rules on page 232 and your check generates , your GM should spend it on the I Know You! option in Table I.2-22 on page 234. 001 Dual Wielder Active (Maneuver); Your character may use this talent to decrease the difficulty of the next combined combat check (see Two-Weapon Combat, on page 108) they make during the same turn by one. 100 Duelist Passive; Your character adds to their melee combat checks while engaged with a single opponent. Your character adds to their melee combat checks while engaged with three or more opponents. 000 Elementalist page 95 000 Explosive Casting page 96 100 Face of the Wild page 97 101 Field Commander Active (Action); Your character may use this talent to make an Average ( ) Leadership check. If successful, a number of allies equal to your character’s Presence may immediately suffer 1 strain to perform one maneuver (out of turn). If there are any questions as to which allies take their maneuvers first, your character is the final arbiter. 101 Flicker Step page 97 101 Grenadier Active (Incidental); When your character makes a ranged combat check with a weapon that has the Blast item quality, you may spend one Story Point to use this talent to trigger the weapon’s Blast quality, instead of spending (even if the attack misses). In addition, your character treats grenades as having a range of medium. 100 Hamstring Shot Active (Action); Once per round, your character may use this talent to perform a ranged combat check against one non-vehicle target within range of the weapon used. If the check is successful, halve the damage inflicted by the attack (before reducing damage by the target’s soak). The target is immobilized until the end of its next turn. 000 Improved Field Commander Passive; When your character uses the Field Commander talent, your character affects a number of allies equal to twice the character’s Presence. In addition, you may spend to allow one ally to suffer 1 strain to perform an action, instead of a maneuver. 201 Improved Inspiring Rhetoric Active (Action); Your character may use this talent to make an Average ( ) Leadership check. For each the check generates, one ally within short range heals one strain. For each , one ally benefiting from Inspiring Rhetoric heals one additional strain. Allies affected by your character’s Inspiring Rhetoric add to all skill checks they make for a number of rounds equal to your character's rank in Leadership. 001 Improved Parry Active (Incidental, Out of Turn); When your character suffers a hit from a melee combat check and uses Parry to reduce the damage from that hit, after the attack is resolved, you may spend or from the attacker’s check to use this talent. Then, your character automatically hits the attacker once with a Brawl or Melee weapon your character is wielding. The hit deals the weapon’s base damage, plus any damage from applicable talents or abilities. Your character can’t use this talent if the original attack incapacitates them. 100 Improved Scathing Tirade Active (Action); Your character may use this talent to make an Average ( ) Coercion check. For each the check generates, one enemy within short range suffers 1 strain. For each , one enemy affected by Scathing Tirade suffers 1 additional strain. Enemies affected by your character’s Scathing Tirade add to all skill checks they make for a number of rounds equal to your character’s ranks in Coercion. 010 Indomitable Active (Incidental, Out of Turn); Once per encounter, when your character would be incapacitated due to exceeding their wound or strain threshold, you may spend a Story Point to use this talent. Then, your character is not incapacitated until the end of their next turn. If your character reduces their strain or wounds to below their threshold before the end of their next turn, they are not incapacitated. 110 Lucky Strike Active (Incidental); When your character purchases this talent, choose one characteristic. After your character makes a successful combat check, you may spend one Story Point to use this talent to add damage equal to your character’s ranks in that characteristic to one hit of the combat check. 100 Master Active (Incidental); When you purchase this talent for your character, choose one skill. Once per round, your character may suffer 2 strain to use this talent to reduce the difficulty of the next check they make using that skill by two, to a minimum of Easy (). 111 Masterful Casting page 97 100 Natural Active (Incidental); When your character purchases this talent, choose two skills. Once per session, your character may use this talent to reroll one skill check that uses one of those two skills. 111 Parry 3 Active (Incidental, Out of Turn); When your character suffers a hit from a melee combat check, after damage is calculated but before soak is applied (so immediately after Step 3 of Perform a Combat check, page 102), your character may suffer 3 strain to use this talent to reduce the damage of the hit by two plus their ranks in Parry. This talent can only be used once per hit, and your character needs to be wielding a Melee weapon. 100 Quick Draw Active (Incidental); Once per round on your character’s turn, they may use this talent to draw or holster an easily accessible weapon or item as an incidental. Quick Draw also reduces a weapon’s Prepare rating by one, to a minimum of one. 000 Ruinous Repartee Active (Action); Once per encounter, your character may use this talent to make an opposed Charm or Coercion versus Discipline check targeting one character within medium range (or within earshot). If successful, the target suffers strain equal to twice your character’s Presence, plus one additional strain per . Your character heals strain equal to the strain inflicted. 020 Second Wind 4 Active (Incidental); Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind. 010 Strength of Faith page 97 101 Surgeon 2 Passive; When your character makes a Medicine check to heal wounds, the target heals one additional wound per rank of Surgeon. 001 Adversary special abilities Special ability Description Power levels Examples Aquatic (or Amphibious) This adversary may breathe underwater and never suffers movement penalties for traveling through water, but cannot survive on land. (You may remove "cannot survive on land" to make this "Amphibious" instead.) 001 Fish or sea-going creatures Flyer This adversary can fly; see page 100 of the Genesys Core Rulebook. 001 Flying creatures Ghostly This adversary may move over or through terrain (including doors and walls) without penalty. Halve the damage dealt to this adversary before applying soak, unless the attack came from a magical or supernatural source such as a spell, a blessed weapon, or another spirit. 201 Ghosts, spirits, or ethereal beings Know Your Foe If this adversary knows an opponent's (pick one facet) Motivation, when this adversary inflicts strain on the opponent, the opponent suffers 3 additional strain. 010 Sentient rivals and nemeses designed for social encounters Loyal Followers Once per round when this adversary is targeted by a combat check, they may choose one ally within short range, and the attack then targets the ally instead of this adversary. 100 Nemesis leaders with fanatical or devoted followers Mechanical (or Undead) This adversary does not need to breathe, eat, or drink, and can survive in a vacuum and underwater. They are immune to poisons and toxins. 002 Robots, drones, or undead adversaries Mental Weakness If an opponent knows the adversary's (pick one type) Motivation, when the opponent inflicts strain on the adversary, the adversary suffers 2 additional strain. 0-10 Any character with a pronounced character flaw Ominous Reputation When an opponent targets this adversary with a check, the opponent suffers 2 strain. 120 Powerful nemeses with a fearsome reputation One Step Ahead Once per round, after an opponent performs an action or maneuver, you may spend one Story Point to have this adversary perform an action or maneuver as an out-of-turn incidental. 210 Powerful nemeses who combat the PCs alone Pack Fighter If this adversary makes a successful combat check, the next ally making a combat check against the same target during the same round adds to the results. 100 Creatures that fight in groups Pounce Once per turn, while at short range this adversary may perform the move maneuver to engage a target as an incidental. 000 Fast creatures that can leap or lunge at foes Swarm Halve the damage dealt to this adversary before applying soak, unless the attack has the Blast or Burn quality (regardless of whether the quality is activated). 100 A single profile representing a swarm of bugs or vermin Tactical Direction This adversary may spend a maneuver to direct one friendly minion group within medium range. That group may immediately perform a maneuver as an out-of-turn incidental or add to the next check they make. 000 Rivals and nemeses who lead or direct small groups Environmental Vulnerability When exposed to extreme heat, cold, or another environmental effect (pick one), this adversary adds to all skill checks it makes. -1-1-1 Creatures adapted to living in certain climates Terrifying At the start of the encounter, all opponents must make a Hard ( ) fear check as an out-of-turn incidental, as per page 243 of the Genesys Core Rulebook. If there are multiple sources of fear in the encounter, the opponents only make one fear check against the most terrifying enemy. 111 Large monsters, creatures, and individuals who are incredibly frightening Equipment arrays Name Description Weapons Power levels Equipment Small Beast or Creature Creatures and wild animals attack with their claws, teeth, tusks, or hooves. We treat these attacks as equipment, and have provided a few options here. These profiles represent creatures that are human-sized or smaller. Teeth and claws (Brawl; Damage +2; Critical 3; Range [Engaged]; Vicious 1) or hooves and tusks (Brawl; Damage +2; Critical 4; Range [Engaged]; Knockdown, Stun 2). 000 None. Large Beast or Creature Large creatures, as with small ones, treat their attacks as equipment. These profiles represent creatures much larger than a human, such as an elephant or large dinosaur. Gaping maw or razor claws (Brawl; Damage +4; Critical 2; Range [Engaged]; Vicious 3), tentacles or thundering hooves (Brawl; Damage +5; Critical 4; Range [Engaged]; Knockdown, Concussive 1). 100 None. Manual Laborer Manual laborers may be farmers, peasants, or others with access to pitchforks, shovels, sledgehammers, or other tools they can use as improvised weapons. Large farming implement (Melee [Heavy]; Damage +3; Critical 5; Range [Engaged]; Cumbersome 3, Inferior). 000 Heavy clothes (+1 soak). Basic Citizen In every setting, there are multitudes of average people simply living out their lives. This equipment package is for any character who has no reason to have weapons, armor, or specialized gear. Fists (Brawl; Damage +0; Critical 6; Range [Engaged]; Disorient 1, Knockdown). 000 Clothing appropriate to the specific era, average coin purse or wallet. Blue-Collar Worker Those who build, repair, work outdoors, and work with their hands have access to various tools or scrap that can be used as a weapon in a pinch. Improvised brawling weapon (Brawl; Damage +1; Critical 5; Range [Engaged]; Disorient 2, Inferior). 001 Heavy clothing (+1 soak), tool belt full of tools (add to checks this character makes to repair of fix something), wallet. Traveler Travelers may be traders, shepherds, or wanderers who spend their time walking and sleeping outdoors. Walking staff (Melee [Heavy]; Damage +2; Critical 4; Range [Engaged]; Defensive 1, Disorient 2). 000 Heavy cloak (1 defense), survival pack (removes from Survival or Perception checks this character makes), meager coin purse or wallet. Criminal Muggers, bandits, and thieves are all possible criminals. Concealable melee weapon (Melee [Light]; Damage +1; Critical 2; Range [Engaged]; Pierce 2). 101 Dark clothing (2 defense, adds to Stealth checks this character makes), thieves’ tools (add to Skulduggery checks this character makes to open locks), backpack, rope with grappling hook. Doctor This equipment array can be used for any sort of doctor or medical professional, from ancient barber-surgeons to modern general practitioners. Sharp medical tool (Melee [Light]; Damage +0; Critical 1; Range [Engaged]). 001 Clean clothing and face protection (add to Resilience checks made by this character to resist disease or airborne toxins), medicine kit (allows this character to perform Medicine checks to heal wounds and critical injuries without penalty; after this character makes a successful Medicine check to heal wounds, heal one additional wound), notebook. Noble Well-dressed, well-to-do members of society, nobles are typical of the aristocracy. Dueling weapon (Melee [Light]; Damage +2; Critical 3; Range [Engaged]; Defensive 1). 010 Fancy clothing (adds to any social skill checks this character makes), signet of authority (adds to any social checks this character makes when interacting with someone of a lesser social standing), important documents, full coin purse or wallet. Basic Ranged Warrior The ranged warrior array is ideal for medieval archers, modern infantry, and futuristic soldiers. It can also be used to equip characters who work in the wilderness. Two-handed ranged weapon (Ranged; Damage 8; Critical 3; Range [Long]), one-handed backup weapon (Melee [Light]; Damage +2; Critical 3; Range [Engaged]; Vicious 1). 200 Reinforced uniform or light armor (+1 soak), ammunition reload (may spend a maneuver to reload their ranged weapon after it runs out of ammo), survival pack (removes from Survival or Perception checks this character makes), 1 painkiller. Heavy Ranged Warrior This equipment array represents warriors who use very powerful ranged weapons to support their fellows. These might be scorpions or ballista in ancient times, modern machine guns, or futuristic rocket weapons. Heavy rapid-firing ranged weapon (Gunnery; Damage 12; Critical 3; Range [Long]; Auto-Fire, Cumbersome 3, Vicious 2) or powerful single-shot ranged weapon (Gunnery; Damage 20; Critical 2; Range [Extreme]; Blast 10, Breach 2, Cumbersome 4, Limited Ammo 1, Prepare 1). 400 Heavy defensive armor (+3 soak), ammunition reload (may spend a maneuver to reload their ranged weapon after it runs out of ammo), backpack. Basic Melee Warrior The basic melee warrior array can be used to equip the rank-and-file of ancient armies, modern riot cops, or even futuristic soldiers with powerful defenses. One-handed defensive melee weapon (Melee [Light]; Damage +2; Critical 4; Range [Engaged]; Defensive 1), shield (Melee [Light]; Damage +0; Critical 6; Range [Engaged]; Defensive 1, Deflection 1, Inaccurate 1, Knockdown). 100 Medium armor (+2 soak), satchel. Heavy Melee Warrior This equips a character who relies on their armor to get close enough to bring heavy melee weapons to bear. This could be used by a brave knight, a noble samurai, or a power-armored soldier with a plasma axe. Two-handed powerful melee weapon (Melee [Heavy]; Damage +4; Critical 3; Range [Engaged]; Cumbersome 3, Pierce 2, Vicious 1) or one-handed versatile melee weapon (Melee [Light]; Damage +3; Critical 2; Range [Engaged]; Defensive 1) and shield (Melee [Light]; Damage +0; Critical 6; Range [Engaged]; Defensive 1, Deflection 1, Inaccurate 1, Knockdown). 200 Heavy armor (1 defense, +2 soak). Versatile Warrior This equipment array works for characters who use a combination of melee and ranged weapons. This could represent a cavalry soldier who fights with saber and pistol, an officer with a sword and sidearm, or a noble in a militant culture. One-handed versatile melee weapon (Melee [Light]; Damage +3; Critical 2; Range [Engaged]; Defensive 1), one-handed ranged weapon (Ranged [Light]; Damage 5; Critical 3; Range [Medium]) 100 Reinforced clothing (1 defense, +1 soak). Adventurer Adventurers journey into danger with a smile on their face and a torch in their hand. This could represent an explorer, an airship crewmember, or even a pirate. One-handed ranged weapon (Ranged [Light]; Damage 6; Critical 3; Range [Medium]; Accurate 1), backup brawling weapon (Brawl; Damage +1; Critical 4; Range [Engaged]; Disorient 3). 100 Leather vest (+1 soak), backpack, length of rope, torch or other light source, and well-worn hat. Bounty Hunter In nearly every setting there is a need for people who hunt down criminals, escaped prisoners, or other fugitives. Their equipment helps them in their task. Short-ranged entangling weapon (Ranged [Heavy]; Damage 4; Critical 5; Range [Short]; Disorient 3, Ensnare 3, Limited Ammo 1), stunning melee weapon (Melee [Light]; Damage +3; Critical 5; Range [Engaged]; Stun 4; Stun Damage). 100 Medium armor (+2 soak), warrants for bounties, restraints. Game Hunter Some individuals hunt from elevated tree-stands or blinds, waiting for prey to happen into range. This array could also be used for a sharpshooter or assassin. Long-ranged hunting weapon (Ranged [Heavy]; Damage 9; Critical 3; Range [Extreme]; Accurate 1, Limited Ammo 2; reduce the difficulty of combat checks made at long or extreme range by 1). 200 Camouflage (2 defense, add to Stealth checks made by this character), survival pack (removes from Survival or Perception checks this character makes), ammunition reload (may spend a maneuver to reload their ranged weapon after it runs out of ammo). Law Enforcement Officer Law enforcement officials from modern cops to ancient town guards typically have some sort of protective clothing and then a ranged or melee weapon of some sort. One-handed ranged weapon (Ranged [Light]; Damage 5; Critical 3; Range [Medium]) or one-handed bludgeoning weapon (Melee [Light]; Damage +3; Critical 4; Range [Engaged]; Disorient 2) 100 Light armor (+1 soak), badge of authority (adds to Coercion or Leadership checks this character makes), restraints, torch or other light source. Pilot Combat pilots or operators of air vehicles must always be ready to land in hostile territory. In the appropriate setting, the flight outfit can be sealed against vacuum. Concealable ranged weapon (Ranged [Light]; Damage 5; Critical 4; Range [Short]). 000 Flight outfit, emergency survival kit (removes from Survival or Perception checks this character makes), 1 painkiller. Flashy Outlaw This array can equip a criminal with a flair for large, dramatic, and potentially impractical weapons. This person probably gives off a certain roguish charm. Intimidating ranged weapon (Ranged [Light]; Damage 7; Critical 3; Range [Medium]; Inaccurate 1). 110 Dashing coat with exposed holster (+1 soak, adds to the results of all Charm and Coercion checks this character makes), fancy cape or hat (removes from all social skill checks this character makes). Defensive Magic User This equipment array is only useful for characters who have at least one magic skill, and represents characters who use their magic defensively. This works with characters who use any magic skill. None. 102 Magically enhanced robes (3 defense) augmenting magical implement (when the this character casts a spell, may add the Additional Target and Additional Summon effects without increasing the difficulty. In addition, attack spells cast by this character increase their base damage by two), supernatural healing item (once per session, when this character heals wounds with a healing spell, increase the wounds healed by three). Offensive Magic User This equipment array is only useful for characters who have at least one magic skill, and represents characters who use their magic to attack. This works with characters who use any magic skill. One-handed melee weapon (Melee [Light]; Damage +3; Critical 2; Range [Engaged]; Defensive 1). 101 Robes (1 defense), offensive magical implement (when the this character casts a spell, the first Range effect they add doesn't increase the difficulty. In addition, attack spells cast by this character increase their base damage by four). Wiki template Copy to clipboard