Nile Backer Archetypes
Nile Backer Archetypes
Stymied
-4
Race
Human Cosm Nile Empire Unspent
Axioms: Magic Social Spirit Tech Clearance Level
-2
14 20 18 20 Alpha
Vulnerable
ATTRIBUTES & SKILLS Total
+4
Charisma Dexterity Mind Spirit Strength Movement Run Toughness Armor DEFENSES
+2
7 9 9 8 7 9 27 7 0 Dodge
KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 9 Melee Defense
Wound Tracker
Fire Combat Dex 9
Melee Weapons Dex +1 10 10
-3
Missile Weapons Dex 9
Unarmed Defense
Unarmed Combat Dex +2 11
-2
Interaction Skills Attribute Skill Adds Value 11
-1
Intimidation Spirit 8
Maneuver Dex +1 10
Taunt Cha 7
8
SHOCK
Trick Mind +2 11
Other Attribute Skill Adds Value 3
WOUNDS
Find Mind +1 10
Reality Spirit +2 10
Science Mind +2 11
EQUIPMENT
Streetwise Cha +1 8
Item Axiom Notes
Survival Mind +1 10
Binoculars 19 Eliminate –2 Range on sight
Water Vehicles Dext +3 12
Flares 20 x10
Tool Belt 18
PERKS
Perk Effect
Mechanic 1 minute and Science to repair item, or 1
Action spending 1 Possibility
Trademark Vehicle Small Diesel Steamer (Speed 10,
Toughness 26, Wounds 3, Passengers 12,
MR –4)
ARMOR
Armor Axiom Adds Notes
WEAPONS
Weapon Axiom Damage Ammo Range Notes
Flare Gun (fire combat) 20 10 1 10/25/40 Small, Fire
Unarmed (unarmed combat) — Str+0 (7) — — —
Wrench (melee weapons) 16 Str +2 (9) — — Vulnerable on Miss
Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE TRAMP FREIGHTER CAPTAIN
By Kenneth Walz
Overview New Perk: Trademark Vehicle
For most of your life, you been on a boat, you have • Prowess Perk, Prerequisite vehicles 2+ adds
sailed around the Levantine Sea, through the Suez Gain a vehicle worth Value 25 or less—or Value 30
canal and up and down the Nile for so long that or less if it's unarmed. Your tests for that vehicle,
you know the waterways better than any road. You including repairs, are Favored.
managed to keep your beloved boat floating after these
many years, even though the insurance company says Advancement Track (Optional)
it is only good for scrap. □ (5 XP) Brawler
□ (7 XP) Survivor
Tactics
You're pretty good in a straight up fist fight—if only □ (1 XP) fire combat +1
you could find one nowadays! If asked about guns □ (2 XP) maneuver +2
you normally answer “Does a flare pistol count?” Use □ (3 XP) reality +3
maneuvere and trick set opponents up and let the
capes and masks deal with the big threat. □ (3 XP) science +3
□ (4 XP) water vehicles +4
Moment of Crisis □ (5 XP) water vehicles +5
You where in the Suez Canal making a run, when the
strangest storm broke out, a few hours later you saw
a group of mummies with rifles chasing a group of
solders and villagers to the bank. You took your boat
over and got them to the other side. Strangest thing
ever since then, you would swear your boat is almost
running like new again.
Quote
“Oh that—in the river—it's either a rock to sink us or
a hippo to eat you if we hit it. How about we give it
some room just in case.”
Description
Most tend to overlook you, your patchy beard which
never seems to grow out, did you shave last week after
the carburetor was rebuilt, or Monday after installing
the patch on the engine's muffler. You tend to have
grease and oil on your pants and hands. You call it
your working man's manicure. The only thing that
stays the same is your ball cap hat.
Agenda
Keep your boat floating! You look out for the people
on the side and those who need a hand up. Seems like
these Delphi Council guys are wonderful at helping
find the parts to keep your boat running, and you
get to feel great by helping them out when they need
someone that knows the waters around the eastern
Mediterranean.
Names
Wally Jenkins, Ben Ross, Charlie Hunter, Laslo Boyle,
Marty Black, Robert "Congo" Williams, Bill McDonald.
Name The Reptile Ranger Total XP
Stymied
-4
Race
Human Cosm Nile Empire Unspent
-2
Axioms: Magic 14 Social 20 Spirit 18 Tech 20 Clearance Level Alpha
Vulnerable
ATTRIBUTES & SKILLS Total
+4
Charisma Dexterity Mind Spirit Strength Movement Run Toughness Armor
DEFENSES
+2
8 8 6 8 10 8 24 14 4 Dodge
10
KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 8 Melee Defense
Wound Tracker
Fire Combat Dex 8
Melee Weapons Dex 8
8
-3
Missile Weapons Dex 8 Unarmed Defense
Unarmed Combat Dex +3 11
-2
Interaction Skills Attribute Skill Adds Value 11
-1
Intimidation Spirit +1 9
Maneuver Dex +2 10
Taunt Cha 8 7
SHOCK
Trick Mind +1 7
Other Attribute Skill Adds Value 3
WOUNDS
Air Vehicles Dex +3 11
Dodge Dex +2 10
Faith Spirit +1 9
EQUIPMENT
Find Mind +1 7
Reality Spirit +2 10 Item Axiom Notes
Lucky Ankh Sp14 Ignore first Mishap
PERKS
Perk Effect
Rocket Ranger Fly 20/160 meters (Value 11), reduce
Collision damage –4,
ARMOR
Power Bomb Attack a Restrained foe with damage
11+2bd, suffer half damage. Armor Axiom Adds Notes
Claws (Racial) Str +2 Unarmed Damage Rocket Ranger 12 +4 Fatigues +2, Max Dex 8,
Outsider (Racial) Persuasion/Streetwise –4 vs non-edeinos Weakness vs Cold
WEAPONS
Weapon Axiom Damage Ammo Range Notes
Claws (unarmed combat) — Str +2 (12) — — —
Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE REPTILE RANGER
By Eric Bell and David Paisley
Overview are no longer Restrained and take your flight Speed
Originally you were an invader from Takta Ker with value in damage plus 2bd. You suffer half the damage
the honor of wearing sacred armor. A mission for the yourself.
Saar took you to the Nile Empire, where you were cut
off in the interior and transformed. Your sacred armor Names
transformed too, into something shiny and dead. Annihilgator, Commander Crock, Crock Rocket,
At first you were confused and wanted to die, but a Ranger of Ra, Spitfire, Sky Hunter, Super Sebek
group of humans took you in and opened your eyes to
new possibilities. Advancement Track (Optional)
□ (5 XP) Brawler
Tactics □ (7 XP) Whirlwind
A brawler at heart, use your flight to close the gap
□ (3 XP) dodge +1
quickly between yourself and foes and use your suits
jaws claws and tail to unbalance, slice and tear them □ (3 XP) maneuver +3
down quickly. If a foe seems tough enough, go for □ (3 XP) reality +3
the Grapple and then use Power Bomb to finish them
while they're Vulnerable. □ (4 XP) unarmed combat +4
□ (5 XP) unarmed combat +5
Moment of Crisis
The villain Iron Crocodile attacked the people who
took you in. You stood to protect them against this
lizard pretender, you felt a power inside you that you
never felt while you served Baruk Kaah. You couldn't
save everyone, but you still soared that day.
Quote
“I believe in the four O's: Outmaneuver, Outpace,
Outsmart—and as a last resort—Overpower.”
Description
You wear a 1930's stylized US bomber jacket and
flared out leggings with a long red scarf and monocle
over your right eye. You carry a pipe and will carry on
conversations casually with an assertive flair. When
duty calls, you wear a fashioned prototype offshoot of
the rocket rangers armor that you have made modified
to fit your...features.
Agenda
Your memories are fractured, but you love to fly and
use your newfound abilities to help those in need.
You want revenge against the High Lords who tricked
and abused you and especially the cruel villain Iron
Crocodile.
Stymied
-4
Race
Human Cosm Nile Empire Unspent
-2
Axioms: Magic 14 Social 20 Spirit 18 Tech 20 Clearance Level Alpha
Vulnerable
ATTRIBUTES & SKILLS Total
+4
Charisma Dexterity Mind Spirit Strength Movement Run Toughness Armor
DEFENSES
+2
8 8 7 8 9 8 24 11 2 Dodge
KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 8 Melee Defense
Wound Tracker
Fire Combat Dex +1 9
Melee Weapons Dex +1 9
9
-3
Missile Weapons Dex +1 9
Unarmed Defense
Unarmed Combat Dex +1 9
-2
Interaction Skills Attribute Skill Adds Value 9
-1
Intimidation Spirit +1 9
Maneuver Dex +1 9
Taunt Cha +1 9 8
SHOCK
Trick Mind 7
Other Attribute Skill Adds Value
3
WOUNDS
Air Vehicles Dex +1 9
Beast Riding DEx +1 9
Dodge Dex +1 9
EQUIPMENT
Land Vehicles Dex +1 9
Item Axiom Notes
Persuasion Cha +2 10
Autographed Photos 20 For fans
Reality Spirit +2 10
Water Vehicles Dex +1 9
PERKS
Perk Effect
Beast Master (Panther) Gain Panther/Sabretooth Cat companion
Fake It Til You Make It Spend 1 Possibility to gain +1 add in
any skill, maximum +2 adds. Critical
Moment is never untrained. ARMOR
Armor Axiom Adds Notes
Mask 20 +2 Nile Empire only
Leather Jacket 20 +1 Torso
WEAPONS
Weapon Axiom Damage Ammo Range Notes
Bat (melee weapons) 12 Str +2 (11) — — —
Thunder Pellets x4 (missile weapons) 20 14 7 10/25/40 Small Blast, Weird Science
Unarmed (unarmed combat) — Str (9) — — —
Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE RUGGED ACTOR
By Ginger Gish and Tracey Krantz
Overview New Perk: Fake It Til You Make It
You've actually transformed more than once. You hail • Prowess Perk, Prerequisite persuasion 10+
from Australia, which so far hasn't been ravaged by the Spend a Possibility to gain 1 add in a skill you don't
Possibility Wars—but you know it's only a matter of have, or go from +1 to +2 adds in a skill you do until
time. You were a big star known for doing all your own you choose to "fake" a different skill. When you Play
stunts, and were on a shoot when the Living Land's for the Critical Moment the test never counts as
maelstrom bridges landed. You were playing an animal untrained.
trainer at the time, and your sheer charisma drew the
attention of your faithful companion—who followed Advancement Track (Optional)
you to the Nile Empire and transformed along side you □ (5 XP) Connections
when you change again!
□ (7 XP) Wealth
Tactics □ (9 XP) Endurance
It may seem at first that you aren't good at anything, □ (1 XP) streetwise +1
but it's actually that you're pretty good at everything. □ (2 XP) taunt +2
Use Fake It Til You Make It to boost a skill you plan to
test in whatever "role" you're taking on. Languages are □ (3 XP) reality +3
skills, so you could have dabbled in anything preparing □ (3 XP) persuasion +3
for a job! Trade for Connections cards until you gain
the Perk to get recognized by helpful fans or to move
and shake with powerful people thanks to your career
as a star.
Moment of Crisis
Which one? Originally saved a group of extras when
real dinosaurs attacked your movie set in North
America. After you became a Storm Knight something
went terribly wrong—or terribly right—in
Africa and you felt your reality shift again!
Quote
“It's time for you to meet the thunder from
Down Under!”
Description
You were affable and cool-under-fire even
before your transformation. People respond
to your confidence, and it let you retain your
rugged image even when mixing with high
society. You still dress down and casual—except for
the mask that hides your famous alter ego in the Nile
Empire.
Agenda
You fight evil because it's the right thing to do. You're
naturally good at it, and you like inspiring others to
stand up against the High Lords and do their part.
Names
Jason Aggro, Wayne "The Brick" Johanson, Russ Knight,
Lance Strong, Wayne Tundra, or Rugged Actress Lynda
Cantor: Thunder Woman!
Name The Wonder Dog Total XP
Stymied
-4
Race
Canine Cosm Nile Empire Unspent
-2
Axioms: Magic 14 Social 20 Spirit 18 Tech 20 Clearance Level Alpha
Vulnerable
ATTRIBUTES & SKILLS Total
+4
Charisma Dexterity Mind Spirit Strength Movement Run Toughness Armor
DEFENSES
+2
8 8 10 7 7 8 24 10 3 Dodge
11
KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 8 Melee Defense
Wound Tracker
Fire Combat Dex 8
Melee Weapons Dex 8 8
-3
Missile Weapons Dex 8
Unarmed Defense
Unarmed Combat Dex +3 11
-2
Interaction Skills Attribute Skill Adds Value 11
-1
Intimidation Spirit +1 8
Maneuver Dex +2 10
Taunt Cha 8 7
SHOCK
Trick Mind +1 11
Other Attribute Skill Adds Value
3
WOUNDS
Dodge Dex +3 11
Find Mind +1 11
Reality Spirit +3 10
EQUIPMENT
Tracking Mind +1 11
Item Axiom Notes
Science Mind +1 11
Wonder Harness 20 Weird Science, allows speech
PERKS
Perk Effect
Keen Senses (Racial) Tracking and Find Favored, ignore up to
–2 darkness penalty.
Dogsbody (Racial) No hands, may not wear armor or
apparel without modifications (x2 cost) ARMOR
Bodyguard Redirect a nearby hit to yourself
Armor Axiom Adds Notes
Man(kind)s Best Friend Action and lick to restore 2 Shock
Wonder Harness 20 +3 Torso, Max Dex 12, Weird
Science
WEAPONS
Weapon Axiom Damage Ammo Range Notes
Bite (unarmed combat) — Str +1 (8) — — Good result or better Restrains
Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE WONDER DOG
By Kenneth Anderson and Zoe Bartliff, in loving memory of Maisie
Overview New Perk: Man(kind)'s Best Friend
You were a pet when the maelstrom bridges first • Canine Perk
fell. You were intelligent by any standard, and could Spend an action licking an ally to restore 2 Shock to
understand human words even though you couldn't them. If you keep a healing human under your care
form them yourself. You were never trained as a they ignore any Wound penalties when testing to
service dog, but when you transcended—a very rare recover Wounds.
occurance for animals—it became clear the best way
to protect your family was to work with the Delphi New Item: Wonder Harness
Council and other Storm Knights. • $500 (Value 13), Tech 20, Weird Science
This harness was designed for special canines. It
Tactics provides +3 Armor to the canine's torso, but most
Guns are right out, but your jaws are viable weapons. If important is the eternity-sliver powered voice-box
that translate's the wearer's barking into simplified
the target is hard to hit go for a Grapple and risk lesser
damage to get the foe Restrained, otherwise attack English. The harness has pockets for other people's
normally and hope for the Good result that gives you items, gadgets, or—of course—treats!
a good grip anyway. Maneuver and Trick help keep
foes manageable. Try to stay close to another melee Names
fighter, you're best fighting with a pack! Baylis, Daisy, Flint, Jake, Jax, Maisie, Passion, Rex,
Rommel, Spook, Tala.
Moment of Crisis
You were always clever and special, even for a dog, but Advancement Track (Optional)
the axiom wash brought out something even greater □ (5 XP) Endurance
in you. At first you barked at it, just to let your people
□ (7 XP) Sprinter
know the danger. When the dead things attacked
you leapt into the way. It wasn't instinct, but □ (9 XP) Super Attribute: Mind
a choice, and when you made that □ (4 XP) unarmed combat +4
choice something changed. Your
□ (5 XP) unarmed combat +5
service vest became armor, and
your collar now made sounds
that let humans understand
exactly what you were
trying to tell them.
Quote
<bark> “It's true, I am a good dog.
Now about that belly rub...”
Description
You're distinctive as Storm Knights go:
the four legs and fur give you away. You
have bright eyes and a cheerful synthesized
voice. Your wide "doggy" smile always seems
to have a positive effect on humans and you
don't even drool...much.
Agenda
You love your adopted family of Storm Knights,
and people in general. Everything you do comes
from that love, and the desire to protect those
so dear to you.
Name The Midnight Avenger Total XP
Stymied
-4
Race
Human Cosm Nile Empire Unspent
Axioms: Magic Social Spirit Tech Clearance Level
-2
14 20 18 20 Alpha
Vulnerable
ATTRIBUTES & SKILLS Total
+4
Charisma Dexterity Mind Spirit Strength Movement Run Toughness Armor
DEFENSES
+2
6 9 9 9 7 9 27 8 1 Dodge
11
KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 9 Melee Defense
Wound Tracker
Fire Combat Dex +2 11
Melee Weapons Dex 9 9
-3
Missile Weapons Dex 9
Unarmed Defense
Unarmed Combat Dex +2 11
-2
Interaction Skills Attribute Skill Adds Value 11
-1
Intimidation Spirit +2 11
Maneuver Dex 9
Taunt Cha 6 9
SHOCK
Trick Mind 9
Other Attribute Skill Adds Value
3
WOUNDS
Dodge Dex +2 11
Evidence Analysis Mind +1 10
Find Mind +1 10
EQUIPMENT
Reality Spirit +1 10
Item Axiom Notes
Science Mind +1 10
Ammo Belt 20 5 reloads for .45's
Stealth Dex +3 12
Inflatable Decoy 20 Nile Empire Only
Willpower Spirit +1 10
Infra-Red Goggles 20 Ignore –4 Darkness, Nile Only
PERKS
Perk Effect
Fear Willpower vs Spirit/Willpower for 10
non-lethal damage within 10 meters,
Obscure Smoke: All within 3 meters suffer –4
Darkness penalty, wind eliminates ARMOR
Armor Axiom Adds Notes
Leather Costume 14 +1 Max Dex 10
Mask Nile +2 Full Body, Nile Only
WEAPONS
Weapon Axiom Damage Ammo Range Notes
Colt .45 Automatic (fire combat) 20 14 10 10/25/40 Pistol
Unarmed (unarmed combat) — Str +0 (7) — — —
Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE MIDNIGHT AVENGER
By Nicholas Corkigian
Overview Names
You were a hard-working District Attourney on Terra Dark Hunter, The Hangman, The Midnight Man, Mr.
when a mob-hit gone wrong cost you most of your Vengeance, Night Stalker, The Shade.
family. Your spouse nursed you back to health, and
went as far as providing weird science tools to help Advancement Track (Optional)
you both gain vengeance. You both followed Mobius □ (5 XP) Adrenaline
and the Terran mobs to Core Earth, where crime is
□ (7 XP) Brawler
happening on such a massive scale that it cries out for
someone to right the scales of justice. □ (2 XP) unarmed combat +2
□ (3 XP) dodge +3
Tactics □ (3 XP) fire combat +3
You carry guns mostly for Gospog and other creatures
immune to your powers. Fear is your main attack, □ (3 XP) intimidation +3
and can do Bonus Damage to deal Shock or non-lethal □ (3 XP) reality +3
Wounds to a foe. Obscure is your primary defense, □ (4 XP) stealth +4
and can protect your team-mates if they can see in the
dark or don't mind suffering a penalty themselves.
Get close and use your fists on crowds of weaker
opponents, and boost them with Coup-de-Grace if
needed. Play up your intimidation whenever the
action is Approved to gain cards. You're the strong,
silent type, Taunt can be an issue if a quippy villain
starts giving you lip.
Moment of Crisis
Your moment came back on Terra when a bomb
meant for you killed others. You often wonder how
you survived, if it was just lucky timing due to some
forgotten file or if it was destiny at work. You swore
when you awoke to use your second chance at life
to stop evil-doers from creating any more victims.
Quote
“Guilty.”
Description
You are a vigilante of few words, and let your fists
speak for you. Your special suit absorbs light
so much that you appear as a silhouette even
in daylight. You try to preserve the mystery
surrounding you at all times—pretending to
be a spirit of vengeance rather than a mortal
being. Your spouse occasionally wears the
uniform if you are wounded and recovering,
or need to protect your true identity!
Agenda
You are after justice first, and revenge not far
after. You avoid killing when you can, but this
is a war, not just against the High Lords but
against palpable evil itself.
Name The Sword of Justice Total XP
Stymied
-4
Race
Human Cosm Nile Empire Unspent
Axioms: Magic Social Spirit Tech Clearance Level
-2
14 20 18 20 Alpha
Vulnerable
ATTRIBUTES & SKILLS Total
+4
Charisma Dexterity Mind Spirit Strength Movement Run Toughness Armor
DEFENSES
+2
8 10 6 7 9 10 30 11 2 Dodge
11
KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 10 Melee Defense
Wound Tracker
Fire Combat Dex 10
Melee Weapons Dex +3 13 13
-3
Missile Weapons Dex 10
Unarmed Defense
Unarmed Combat Dex +1 11
-2
Interaction Skills Attribute Skill Adds Value 11
-1
Intimidation Spirit +1 8
Maneuver Dex +1 11
Taunt Cha +1 9 7
SHOCK
Trick Mind +1 7
Other Attribute Skill Adds Value
3
WOUNDS
Beast Riding Dex +1 11
Dodge Dex +1 11
Lockpicking Dex +1 11
EQUIPMENT
Reality Spirit +1 8
Item Axiom Notes
Stealth Dex +1 11
Flashlight 19 —
Streetwise Cha +1 9
Lockpicks 10 —
Willpower Spirit +1 8
Regenerative Ankh Spi 14 +2 Strength test to recover Wounds
PERKS
Perk Effect
Swashbuckler Interaction Attacks with Trademark
weapon are Favored and Skilled
Trademark Weapon: Re-roll 1's on Bonus Dice on the ARMOR
Sword of Justice weapon's damage rolls Armor Axiom Adds Notes
Modified Plastron 10 +1 Torso, Max Dex 12
Mask WS +2 Nile Empire Only
WEAPONS
Weapon Axiom Damage Ammo Range Notes
Sword of Justice (melee weapons) 10 Str +3 (12) — — —
Scales of Justice (melee weapons) 10 Str +1 (10) — — Small
Unarmed (unarmed combat) — Str +0 (9) — — —
Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE SWORD OF JUSTICE
By Nathan Brittain and Brian Rothfuss
Moment of Crisis
You were there when your mother died. She had
told you not to follow her, but you disobeyed. She
was ambushed, unmasked, declared a traitor to
the Pharaoh, and her assets were seized. Your only
inheritance is her sword, which you managed to grab
before fleeing the scene. And it is enough.
Quote
“Villains may try to flee,
but in the end they
always answer to Justice!.”
Description
You dress in fine clothing that is loose-fitting to allow
for movement even when not fighting crime. You
have been known to wear a modified fencing plastron
and chest protector when fighting outside of the Nile
Empire where the Law of Masks does not apply.
Agenda
You are a skilled fencer and are relentless in your
pursuit of Wu Han and the stormers that ambushed
and killed your mother. Your youth and inexperience
can sometimes make you a little overconfident and
reckless, but usually your skill and quick reflexes keep
you from suffering too badly. You are quick to stand
up for your friends and will be quick to defend them
with a well-placed insult, or with steel in hand.
Name The Tanoura Dancer Total XP
Stymied
-4
Race
Human Cosm Core Earth Unspent
Axioms: Magic Social Spirit Tech Clearance Level
-2
9 23 10 23 Alpha
Vulnerable
ATTRIBUTES & SKILLS Total
+4
Charisma Dexterity Spirit Strength Movement Run Toughness Armor
Mind DEFENSES
+2
6 10 8 10 6 10 30 9 3 Dodge
12
KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 10 Melee Defense
Wound Tracker
Fire Combat Dex 10
Melee Weapons Dex +2 12 12
-3
Missile Weapons Dex 10 Unarmed Defense
Unarmed Combat Dex 10
-2
Interaction Skills Attribute Skill Adds Value 10
-1
Intimidation Spirit +1 11
Maneuver Dex +2 12
Taunt Cha 6 10
SHOCK
Trick Mind +1 9
Other Attribute Skill Adds Value
3
WOUNDS
Dodge Dex +2 12
First Aid Mind +1 9
Kinesis Spirit +3 13
EQUIPMENT
Reality Spirit +1 11
Item Axiom Notes
Scholar Mind +1 9
Shield Discs 23 Defense +2, Two-handed
Willpower Spirit +2 12
First Aid Kit 22 First Aid Favored
PERKS
Perk Effect
Psionic Gain powers (pyrokinesis, telekinesis,
updraft)
Non-lethal Combatant May always do non-lethal, ignore –2
penalty when Disarming ARMOR
Armor Axiom Adds Notes
Stab Vest 23 +3 Torso, Max Dex 10
Fireproof Outfit 23 +5/Fire Full Body, Fatigues
WEAPONS
Weapon Axiom Damage Ammo Range Notes
Khopesh (melee weapons), x2 15 Str +2 (8) — — Damage 10 w Telekinesis, –2 avoid
disarm, range 25 with Telekinesis
Unarmed (unarmed combat) — Str +0 (6) — — —
Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE TANOURA DANCER
By Scott Darley
Overview NEW PSIONIC POWER: UPDRAFT
Before the war, you were an expert in tanoura, a Axiom Level: 23, Skill: Kinesis 12
colorful Egyptian dance developed from the famous Casting Time: Simple action, DN: Standard (DN 10)
Sufi "dervish" whirling. Your psionic powers, grasp of Range: Self, Duration: Instant.
local customs, and understanding of the Nile's tropes You create gusts of heated air that lift you your regular
allow you to operate effectively as a "pulp hero", Move straight up. Next turn you drift back down
despite being native to Core Earth. along any path you desire as your walk Move. On a
good result you move in the air without descending
Tactics for an extra turn, or two on an Outstanding result.
Use your flames and spinning movements to
intimidate, trick, and maneuver. Twirl into the air to Names
rain fire from above, or spin directly into foes' midst Kamar, Fatimah, Jamal, Bahia / Fire Whirl, Firenado,
with telekinetically guided swords. Melt blades and Pyroclast, Cinderspin.
overheat guns to Disarm enemies.
Advancement Track (Optional)
Moment of Crisis □ (5 XP) Realm Runner
You were performing in the streets when shocktroopers
□ (7 XP) Situational Awareness
began roughing up the audience. Your anger rose, and
with it a terrible, deadly heat. You might've given in □ (9 XP) Whirlwind
to rage, if the trancelike quality of the dance hadn't □ (4 XP) kinesis +4
calmed your spirit. When the spinning stopped,
the defeated troopers lay at your feet. You never □ (5 XP) kinesis +5
finished your act, but the crowd still got an inspiring
performance.
Quote
“Wanna go for a spin?”
Description
At rest you're a warm, gentle breeze. In battle,
you're like a "fire whirl" found in forest fires,
combining wind speeds of a Category 3 tornado
with the incinerating heat of a blast furnace. Little is
left when they . . . or you . . . have passed. Unlike them,
however, you don't destroy indiscriminately. Only the
wicked need fear your flames.
Agenda
All the world's a stage, and you've been given a starring
role. The audience is counting on you to play your
part, lest the curtain fall forever. Be the hero that
rouses them for the grand finale. Your powers
are very dangerous, so wield them responsibly.
Minimize collateral damage. Show mercy to foes,
even as you bring fiery ruin upon their mischief.
Stymied
-4
Race
Human Cosm Nile Empire Unspent
-2
Axioms: Magic 14 Social 20 Spirit 18 Tech 20 Clearance Level Alpha
Vulnerable
ATTRIBUTES & SKILLS Total
+4
Charisma Dexterity Mind Spirit Strength Movement Run Toughness Armor
DEFENSES
+2
6 10 9 8 7 10 30 9 2 Dodge
13
KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 10 Melee Defense
Wound Tracker
Fire Combat Dex +1 11
Melee Weapons Dex +2 12 15
-3
Missile Weapons Dex 10
Unarmed Defense
Unarmed Combat Dex +1 11
-2
Interaction Skills Attribute Skill Adds Value 12
-1
Intimidation Spirit 8
Maneuver Dex +2 12
Taunt Cha 6 8
SHOCK
Trick Mind +1 10
Other Attribute Skill Adds Value
3
WOUNDS
Dodge Dex +2 12
Find Mind +1 10
First Aid Mind +2 11
EQUIPMENT
Medicine Mind +1 10
Item Axiom Notes
Reality Spirit +2 10
First Aid Kit 19 First Aid Favored
Stealth Dex +1 11
Handcuffs 19 Good restrains, Toughness 18
Radio Receiver 18 For tracking device
Tracking Device 20 1k range
PERKS
Perk Effect
Uncanny Dodge Spend 2 Shock to Soak, Nimble (+1 to
dodge, melee weapons, and unarmed
defense), not while Stymied
Uncanny Dodge Extra Enhancement: Fancy Footwork
(when Soaking, make a normal move
ARMOR
without becoming Vulnerable) Armor Axiom Adds Notes
Mask * +2 Full Body, Nile only
WEAPONS
Weapon Axiom Damage Ammo Range Notes
Escrima Sticks (melee weapons) 6 Str +1 (8) — — Defense +2 paired, +3 w Nimble
Unarmed (unarmed combat) — Str (7) — — —
Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE VENGEFUL DOCTOR
By Michael Loewnau, dedicated to Erick Hall
Overview Names
Dedicated to defending the powerless, The Vengeful Doc Vengeance, Death Shade, Jane Grimm, Mister
Doctor fights to protect the every-man from Unseen, The Cure
denigration and abuse caused by the criminal elements
emboldened by Pharaoh Mobius’ nefarious regime. NEW ENHANCMENT: UNCANNY DODGE
Often continuing a life of service that began before
• Fancy Footwork: When attempting Soak (via
the invasion, you now relentlessly use your abilities to
Uncanny Dodge or normally) also make a regular
protect those unable to fend for themselves.
move without becoming Vulnerable if moving
away from a foe.
Tactics
You fight against the forces of evil with your preferred
Advancement Track (Optional)
dual melee weapons. Using your unnatural quickness
□ (5 XP) Pulp Power: Obscure
you duck and weave between foes avoiding damage
while waiting for the opportunity to then take them □ (7 XP) Whirlwind
down with your dual weapons. □ (1 XP) streetwise +1
Your former life makes you adapt at Medicine and □ (3 XP) dodge +3
First Aid. Plus, you might notice details that others
□ (3 XP) first aid +3
might miss.
□ (3 XP) melee weapons +3
Moment of Crisis □ (3 XP) stealth +3
As the invasion began, you tried to remain neutral. You
kept your head down and used your abilities to help
those in need. However, as more and more injustices
began happening around you and it began to get
harder and harder to ignore. One day, as you watched
gangsters rough up some merchants something inside
you broke. Out of the darkness you came and before
the villains could react to what was happening, you
began to take them down one by one. Moving quickly,
you grimly took care of business and set an example
to those that would prey upon the weak.
Quote
“Crime is a disease. And I… I am The Cure!”
Description
Dressed in a sharp suit, you make a lasting impression
when you finally make your presence known. Your
procedure mask hides your identity while you go
about waging war against the criminal element.
Quick and nimble, you are mostly unseen while you
punish those that would harm others. Perhaps you
have a gadget or are enchanted by a sorcerer or is it a
mysterious E-gene gives you powers beyond mortal
men. Only you know for sure.
Agenda
Those that harm the downtrodden are a festering boil
upon society. They must be made to pay for the pain
and hardship they impose upon those that are less
fortunate than them.
Name The Masked Detective Total XP
Stymied
-4
Race
Human Cosm Nile Empire Unspent
Axioms: Magic Social Spirit 18 Tech 20 Clearance Level Alpha
-2
14 20
Vulnerable
ATTRIBUTES & SKILLS Total
+4
Charisma Dexterity Spirit Strength Movement Run Toughness Armor
Mind DEFENSES
+2
8 8 11 8 6 8 24 8 2 Dodge
KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 8 Melee Defense
Wound Tracker
Fire Combat Dex +1 9
Melee Weapons Dex 8 8
-3
Missile Weapons Dex 8
Unarmed Defense
Unarmed Combat Dex +1 9
-2
Interaction Skills Attribute Skill Adds Value 9
-1
Intimidation Spirit 8
Maneuver Dex 8
Taunt Cha +1 9 8
SHOCK
Trick Mind +2 13
Other Attribute Skill Adds Value
3
WOUNDS
Dodge Dex +1 9
Evidence Analysis Mind +3 14
Find Mind +2 13
EQUIPMENT
Land Vehicles Dex +1 9
Item Axiom Notes
Persuasion Cha +1 9
Ammo 20 5 magazines for pistols
Reality Spirit +1 9
Calling Cards 14 x20
Stealth Dex +1 9
Civilian Clothing 19
Streetwise Cha +1 9
Costume Clothing 20
Flashlight 20
PERKS Handcuffs 19 Good restrains, Toughness 18
Perk Effect Healing Draught Sp 14 Heals 1 Wound +1BD Shock
Deduction Spend Cosm card to roll Evidence
Analysis and ask a yes/no question
about person, location, or object
studied on a success. Two on Good,
three on Outstanding. ARMOR
Super Attribute (Mind) +1 (included) Armor Axiom Adds Notes
Mask * +2 Full Body, Nile only
WEAPONS
Weapon Axiom Damage Ammo Range Notes
Unarmed (unarmed combat) — Str +0 (6) — — —
Two Colt .45 Automatics (fire combat) 20 14 10 10/25/40 Pistol
Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE MASKED DETECTIVE
By Nicholas Impey
Quote
“I will admit it was a diabolically clever plan Professor,
and it almost had me stumped—but you forgot to
factor in the time it would take the wax to melt.”
Description
While most Mystery Men adopt darker, more sombre
hues you prefer bright colours. Your costume is a
stylised version of elegant evening wear. You always
carry a supply of calling cards with your own, special
emblem to leave at the scene of your exploits.
Agenda
You are dedicated to the fight against crime and evil
but you also enjoy being the smartest person in the
room. You love unravelling and thwarting the tangled
plots of super-geniuses like The Insidious Wu Han
and then reading about the exploits of your alter-ego
in the papers the next day.
Names
Enigma, Gangbuster, Mister E, The Phantom Detective,
Dr. Mysterio, The Scarlet Woman, The Silver Spectre
Name The Reluctant Prophet Total XP
Stymied
-4
Race
Human Cosm Core Earth Unspent
Axioms: Magic 9 Social 23 Spirit 10 Tech 23 Clearance Level Alpha
-2
Vulnerable
ATTRIBUTES & SKILLS Total
+4
Charisma Dexterity Mind Spirit Strength Movement Run Toughness Armor
DEFENSES
+2
9 8 9 8 6 8 24 9 3 Dodge
KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 8 Melee Defense
Wound Tracker
Fire Combat Dex +1 9
Melee Weapons Dex 8 8
-3
Missile Weapons Dex 8
Unarmed Defense
Unarmed Combat Dex 8
-2
Interaction Skills Attribute Skill Adds Value 8
-1
Intimidation Spirit 8
Maneuver Dex 8
Taunt Cha +1 10 8
SHOCK
Trick Mind +1 10
Other Attribute Skill Adds Value
3
WOUNDS
Dodge Dex +1 9
Evidence Analysis Mind +2 11
Faith Spirit +1 9 EQUIPMENT
Find Mind +1 10
Item Axiom Notes
Persuasion Cha +1 10 Tablet Computer 23 —
Precognition Mind +3 12 Flashlight 20 —
Reality Spirit +3 11 Notebook 18 —
Stealth Dex +1 9
PERKS
Perk Effect
Psionic Gain Psi powers (Awareness,
Psychometry, and Foreshadow once the
Prerequisite is met.) ARMOR
In Touch Spend a Possibility to roll to Reconnect a
Armor Axiom Adds Notes
Disconnected ally, or transform an item
to an equivalent with your axioms. Stab Vest 23 +3 Max Dex 10, Torso
WEAPONS
Weapon Axiom Damage Ammo Range Notes
Glock 9mm 22 13 15 10/25/40 Pistol
Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE RELUCTANT PROPHET
By Kanaris
Overview You may do the same to an object you are holding,
Your grandparents survived the holocaust, and you transforming it a Core Earth equivalent.
grew up in a secular, progressive family in Israel. You
saw visions of the maelstrom bridges before they fell,
Names
Abigail, Deborah, Ether, Maa Kheru Amun, Matilda,
but didn't know what they meant at the time. You
Micah, Rachel, Rebecca, Sarah, Shiloh, Zelda.
fought with the IDF, but realized you are far more
useful investigating the Egypt That Never Was and Advancement Track (Optional)
uncovering the plots of the High Lords than you were □ (5 XP) Storyteller
as a soldier.
□ (7 XP) Realm Runner
Tactics □ (9 XP) Deduction
You tear through mystieries with your psychic □ (4 XP) precognition +4
powers, but may be vulnerable in combat unless you
□ (5 XP) precognition +5
take precautions. Always run Awareness to increase
your defenses. Go first if you intend to Taunt or Trick (and gain Foreshadow)
a foe to set them up for an ally, or go last to Reconnect
an unlucky ally before any foes can take advantage.
Moment of Crisis
Your Moment of Crisis came when your IDF unit was
routed by a Reality Bomb. When you tried to calm
a panicking officer who had transformed you saw
different versions of the man, and pulled the one you
knew back to the surface. The other soldiers rallied
to you, and began listening when you had a "feeling"
about something.
Quote
“Those who forget history are condemned to relive it.
Never again to fascists or a Pharaoh!”
Description
You wear blue to accentuate your piercing eyes. Even
though you're connected to Core Earth your mode of
dress is a throwback, in part to fit in with appearances
and axioms while you're at home, and in part because
you just like the classy look of it.
Agenda
You see echoes of the past in the present. Your people
were enslaved by Pharoahs once before, and you don't
intend to let it happen again. You feel a strong pull to
share your helpful visions with as many other people
as possible, and writing has helped you do that.
Stymied
-4
Race
Human Cosm Nile Empire Unspent
Axioms: Magic Social Spirit Tech Clearance Level
-2
14 20 18 20 Alpha
Vulnerable
Total
+4
Charisma Dexterity Mind Spirit Strength Movement Run Toughness Armor
DEFENSES
+2
9 10 76 8 7 10 30 8 1 Dodge
12
KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 10 Melee Defense
Wound Tracker
Fire Combat Dex +7 17
Melee Weapons Dex +1 11 11
-3
Missile Weapons Dex 10
Unarmed Defense
Unarmed Combat Dex +1 11
-2
Interaction Skills Attribute Skill Adds Value 11
-1
Intimidation Spirit 8
Maneuver Dex +1 11
Taunt Cha +3 12 8
SHOCK
Trick Mind 6
Other Attribute Skill Adds Value
3
WOUNDS
Dodge Dex +2 12
Faith Spirit +1 9
Land Vehicles Dex +1 11
EQUIPMENT
Persuasion Cha +2 10
Item Axiom Notes
Reality Spirit +1 9
Ammo 20 5 magazines for pistol and shotgun
Flares 20 x5
PERKS
Perk Effect
Super Skill (fire combat) +4 Included. Focus: mystic bracer, no
use for scene after a Mishap
Past Lives Burn "Critical Moment" to swap card
from hand with Destiny card in discard ARMOR
and then place it in Action Pool.
Armor Axiom Adds Notes
Leather Jacket 20 +1 Torso, Max Dex 12
WEAPONS
Weapon Axiom Damage Ammo Range Notes
Two Colt .45 Automatics (fire combat) 20 14 10 10/25/40 Pistol
Winchester 1887 (fire combat) 20 14 10 10/25/40 Shotgun
Bowie Knife (mele weapons) 20 Str +1 (8) — — —
Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE CHOSEN WARRIOR
By Dave Haynes
Overview Names
You were the lead stunt person on History Hero 3: Jenny Dundee, Maxie Jackson, Jamilia Jameson,
Curse of the Ages, on location filming, when Mobius' Olympia Monet, Rachel Strong.
forces attacked the temple site. While retreating into
the temple you discovered a hidden chamber opened New Perk: Past Lives
by the explosions. Once across the Seal, the temple's In a Dramatic scene, recall a memory of a past life
Diety spoke to you and showed you visions of how to inspire the character now. Give up the "Critical
you had been a Warrior in many, many previous lives. Moment" to trade a card in hand for any Destiny card
You were chosen, and now you fight for justice with in the discard pile and place it in the Action Pool.
your Mystic Bracer—provided by the temple diety—
and visions of your past lives to guide your way. Advancement Track (Optional)
□ (5 XP) Deflect
Tactics □ (7 XP) Sniper
Your Mystic Bracer makes you death incarnate with
firearms. You prefer your Shotgun for it's close range □ (9 XP) Endurance
bonus and your twin 45's for anything farther away. □ (11 XP) Hard to Kill
Picking up Destiny cards gets pretty easy when using
□ (2 XP) reality +2
your Taunt and Maneuver. Your dodge and unarmed
combat are high enough to keep you in the battle, until □ (3 XP) persuasion +3
you have enough time to receive a helpful vision from □ (3 XP) reality +3
a past life and use it to end the fight.
Moment of Crisis
Shocktroopers were attacking the
movie set at the temple site. You saw a
chance to take a motorcycle and escape
down a back trail. Then the movie star
screamed for help, this was a time for
Action, so you grabbed the dead security
guard's gun and filled that Shocktrooper
full of lead!
Quote
“Great Zeus! I've been in a situation like this
before...”
Description
Your transformation was good to you, so if you've got
it, flaunt it! Your low-cut tops usually help when using
Persuasion or Taunt against men. Your Leather jacket
comes in handy in a fight or when it gets cold out.
Agenda
People take your nonchalance as indifference, but
that's not the case at all. You are just completely
confident that you and your fellow Storm Knights can
handle anything the High Lords can throw your way.
You hate the Possibility Wars but love adventure, but
if you can save the world and meet cute guys along
the way, why not make the most of it?
Name The Mysterious Lady Total XP
Stymied
-4
Race
Human Cosmt Nile Empire Unspent
Axioms: Magic Social 20 Spirit Tech Clearance Level
-2
14 18 20 Alpha
Vulnerable
ATTRIBUTES & SKILLS Total
+4
Charisma Dexterity Spirit Strength Movement Run Toughness Armor
Mind DEFENSES
+2
10 9 8 7 6 9 27 6 0 Dodge
12
KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 9 Melee Defense
Wound Tracker
Fire Combat Dex +2 11
Melee Weapons Dex 9
9
-3
Missile Weapons Dex 9 Unarmed Defense
Unarmed Combat Dex +1 10
-2
Interaction Skills Attribute Skill Adds Value 10
-1
Intimidation Spirit 7
Maneuver Dex +1 10
Taunt Cha +1 12 7
SHOCK
Trick Mind +1 9
Other Attribute Skill Adds Value
3
WOUNDS
Dodge Dex +3 12
Land Vehicles Dex +1 10
Lockpicking Dex +1 10
EQUIPMENT
Persuasion Cha +2 12
Item Axiom Notes
Reality Spirit +1 8
Ammo Belt 19 5 reloads for Derringer
Stealth Dex +1 10
Hairpin (lockpick) 18
Streetwise Cha +1 11 Handcuffs 19 Good restrains, Toughness 18
Listening Device 20 1k range
Radio Receiver 18 For tracking and listening devices
PERKS Silencer 20 Damage –2, only Medium range
Perk Effect Tracking Device 20 1k range
Wiles Spend a Possibility to gain +5 Charisma
aginst a single target.
Gadgeteer Pick two gadgets each adventure, each a ARMOR
Pulp Power usable for 30 seconds.
Armor Axiom Adds Notes
WEAPONS
Weapon Axiom Damage Ammo Range Notes
Remington M95 Derringer (fire combat) 19 12 2 10/15/20 Small (+2 to conceal)
Unarmed (unarmed combat) — Str +0 (6) — — —
Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE MYSTERIOUS LADY
By Thermal Head
Overview turn on the charm. May not be done as part of a
You never go into detail about your past—that would Multi-Action or if the test isn't targetting someone
be telling. In the here and now, you work with the specifically. Counts as Wealth for other Prerequisites.
Delphi Council,using your cunning against the High
Lords and their minions. You're an expert at winning Names
friends and influencing people, even if sometimes you Aisha Queen, Deborah Hari, Eve Masuyama, Honey,
have to influence them with a well-aimed weapon. Lola Bond, Susan Saphire.
Moment of Crisis
You were working undercover when the invasion
came, although you won't say who you were working
for at the time. Maybe you put your cover at risk to
save some innocent civilians, or went even farther and
elininated a villain who only saw a pretty face until it
was too late.
Quote
“If you want to know my secrets you're going to have
to work harder than that.”
Description
You have a sultry voice and clear eyes that always
convey exactly what you want them to. You're
incredibly striking, and wear fitted dresses that draw
attention exactly where you want it, and away from
things like your gadgets and weapons, which are of
course concealed as other items.
Agenda
You like to pretend that you're only out for yourself,
but that's a ruse to keep your friends and enemies
always guessing. Underneath the deception you have
a soft heart, and jut want to help those who have been
hit so hard by the war. Not that you would ever admit
such a thing out loud!
Stymied
-4
Race
Human Cosm Nile Empire Unspent
Axioms: Magic Social Spirit Tech Clearance Level
-2
14 20 18 20 Alpha
Vulnerable
ATTRIBUTES & SKILLS Total
+4
Charisma Dexterity Mind Spirit Strength Movement Run Toughness Armor
DEFENSES
+2
10 9 7 7 7 9 27 8 1 Dodge
12
KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex +3 12 Melee Defense
Wound Tracker
Fire Combat Dex 9
Melee Weapons Dex 9 9
-3
Missile Weapons Dex 9
Unarmed Defense
Unarmed Combat Dex +1 10
-2
Interaction Skills Attribute Skill Adds Value 10
-1
Intimidation Spirit 7
Maneuver Dex +1 10
Taunt Cha +2 12 7
SHOCK
Trick Mind 7
Other Attribute Skill Adds Value
3
WOUNDS
Dodge Dex +3 12
Find Mind +1 8
Reality Spirit +1 8
EQUIPMENT
Stealth Dex +1 10
Item Axiom Notes
Lockpicking Dext +1 10
Grappling Hook 10
Persuasion Cha +1 11
Lockpicks 10
Streetwise Cha +1 11
Rope 10 10 meters
Tool Belt 16
PERKS
Perk Effect
Heat Ray Damage 13, 5 shots, regenerates 1 shot
each round, Fire: may do –2 damage and
affect lowest Armor on target
Dark Past Start with –1 Drama Card, +2 Possibility.
Connection to a Villain represents a
ARMOR
favor. Armor Axiom Adds Notes
Leather Catsuit 8 +1 Max Dex 10
WEAPONS
Weapon Axiom Damage Ammo Range Notes
Heat Ray (energy weapons) Nile 13 5/+1 rnd 10/25/50 Fire: May do –2 damage to hit
lowest Armor value on target
Unarmed (unarmed combat) — Str +0 (7) — — —
Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE FEMME FATALE
By Marcus Taylor
Overview a piece of information, or retreat early (GM's call) for
You were a dilettante in Cairo, which gave you a good "Old Times' Sake."
look at other people's wealth and security systems.
You used that knowledge and your particular skills to Names
steal for the thrills—you've never been able to hang on Aya, Chione, Ebony Flame, Fatal Feme, Golden Rana,
to money for long. You were mostly indifferent to the Neferteri, Sara, Shani Shamon.
Possibility Wars until the High Lords started to cramp
your style. The Delphi Council may not trust you, but Advancement Track (Optional)
you're useful and they're too desperate to turn you □ (5 XP) Bolster
away. □ (7 XP) Helper
□ (9 XP) Pulp Power: Flight
Tactics
You flagrantly ignore the Delphi Council rule about □ (2 XP) reality +2
not setting things on fire. Especially foes who get in □ (3 XP) taunt +3
your way. Your taunt is absolutely devastating thanks
to your natural assets, use it whenever it's approved. □ (4 XP) dodge +4
Stay clear of melee attackers and let your dodge and
your flames do their work.
Moment of Crisis
You had a choice: rescue the people or get away with
the jewels. Sometimes you feel guilty about your
choice when you think back on it. You've done good
here and there since then, but deep down you know
what you are.
Quote
“That sounds like your problem. I'm just here
for a little fun.”
Description
You are witty, provocative, irreverent, amoral, and
most of all and unpredictable. Some may complain
about your revealing costume, but you see it as just
another distraction for you to take advantage of.
Agenda
You've played both sides of the Possibility Wars a few
times. Even though you're flexible, you want to make
sure that there's a world left when you're done, and
the more time goes by the less likely that looks if the
High Lords get their way.
Stymied
-4
Race
Human Cosm Nile Empire Unspent
Axioms: Magic Social Spirit Tech Clearance Level
-2
14 20 18 20 Alpha
Vulnerable
ATTRIBUTES & SKILLS Total
+4
Charisma Dexterity Mind Spirit Strength Movement Run Toughness Armor
DEFENSES
+2
7 9 8 9 7 9 27 8 1 Dodge
11
KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 9 Melee Defense
Wound Tracker
Fire Combat Dex +2 11
Melee Weapons Dex 9
9
-3
Missile Weapons Dex 9
Unarmed Defense
Unarmed Combat Dex +1 10
-2
Interaction Skills Attribute Skill Adds Value 10
-1
Intimidation Spirit 9
Maneuver Dex +1 10
Taunt Cha 7 9
SHOCK
Trick Mind +1 9
Other Attribute Skill Adds Value
3
WOUNDS
Air Vehicles Dex +3 12
Dodge Dex +2 11
Find Mind +2 10
EQUIPMENT
Heavy Weapons Dex +2 11
Item Axiom Notes
Land Vehicles Dex +1 10
Ammo 20 5 magazines for pistol
Reality Spirit +1 10
Binoculars 20 Ignore –2 Range on vision
Flares 20 x5
PERKS
Perk Effect
Situational Awareness Once per scene, play Destiny card
straignt into Action Pool
Trademark Vehicle XF4U Corsair Special (Speed 16 VF,
Toughness 17(2), Wounds 3, Passengers
1, MR –1, twin linked .50 Caliber
ARMOR
Machineguns) Armor Axiom Adds Notes
Mask * +2 Full Body, Nile only
Flight Uniform 20 +1 Max Dex 10
WEAPONS
Weapon Axiom Damage Ammo Range Notes
Colt .45 Automatic (fire combat) 20 14 10 10/25/40 Pistol
Unarmed (unarmed combat) — Str +0 (7) — — —
Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE MASKED FLYER
By Denis Roma and Michael Dymond
Overview New Perk: Trademark Vehicle
You have a mask, a uniform, and a unique, well- • Prowess Perk, Prerequisite vehicles 2+ adds
armed experimental version of an old World War II Gain a vehicle worth Value 25 or less—or Value 30
fighter plane—High Lords beware! You take to the sky or less if it's unarmed. Your tests for that vehicle,
to cover your more grounded allies. On the ground including repairs, are Favored.
you're a heroic leader, helping out with your sharp
eyes and your combat experience. If it has wings—or Names
at least a favorable thrust to lift ratio—you can fly it! Air Hawk, Captain Turbo, Knight Flyer, Major
Drummond, Warbird.
Tactics
On the ground, your wits mean more than your fists or Advancement Track (Optional)
pistol. Get a crucial Destiny Card in your Action Pool □ (5 XP) Aerial Acrobat
first thing, and use it to help your allies until their own
□ (7 XP) Sniper
pools activate. Look for vehicles or heavy weapons to
commandeer and turn the tide. If you do have access □ (3 XP) heavy weapons +3
to your war plane, only straffe the map every other □ (3 XP) fire combat +3
round to simulate flying over and turning for another
pass. On off rounds maneuver or intimidate ground □ (3 XP) dodge +3
targets to let them know you're coming, then let a □ (4 XP) air vehicles +4
group of foes have it with a Long Burst from your □ (5 XP) air vehicles +5
devastating linked .50 calibers!
Moment of Crisis
You were a commercial airline pilot preparing to land
in Cairo just as the maelstrom bridge touched down in
Giza. When the radio went crazy with tales of attack
you knew you had to get your passengers out of there,
and duck a few Pakets as part of the deal. Maybe that's
what triggered your transformation, or maybe it was
when you went back as part of a volunteer crew to try
to get others out.
Quote
“Into the sky, Knight Flyers!”
Description
Your original costume was created when your flight
uniform transformed to the Nile Empire, and you've
had dozens more tailor made along the same lines
since. Your warplane is painted the same dark blue
as your uniform, and has diminished armament but
better flight range than a standard Corsair.
Agenda
You want to win this war—the right way. The High
Lords and their soldiers must be destroyed, but you'll
do anything to prevent civilians from getting caught
in the crossfire. You'd love to assemble a squadron of
like-minded pilots and support crew and take to the
air in force.
Name The Road Paladin Total XP
Stymied
-4
Race
Human Cosm Nile Empire Unspent
-2
Axioms: Magic 14 Social 20 Spirit 18 Tech 20 Clearance Level Alpha
Vulnerable
ATTRIBUTES & SKILLS Total
+4
Charisma Dexterity Mind Spirit Strength Movement Run Toughness Armor
DEFENSES
+2
6 10 7 8 9 10 30 10 1 Dodge
12
KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 10 Melee Defense
Wound Tracker
Fire Combat Dex 10
Melee Weapons Dex +1 11 11
-3
Missile Weapons Dex +1 11
Unarmed Defense
Unarmed Combat Dex +2 12
-2
Interaction Skills Attribute Skill Adds Value 12
-1
Intimidation Spirit +1 9
Maneuver Dex +1 11
Taunt Cha 6 8
SHOCK
Trick Mind 7
Other Attribute Skill Adds Value
3
WOUNDS
Land Vehicles Dex +3 13
Dodge Dex +2 12
Find Mind +1 8
EQUIPMENT
Reality Spirit +2 10
Item Axiom Notes
Stealth Dex +1 11
Flashlight 20
Science Mind +1 8
Radio Reciever 20 For tracking device
Smoke Bombs 20 –2 Concealment penalty for 3 rounds
Stinger 20 Weird Science, see Trademark Vehicle
Tool Kit 20
PERKS
Perk Effect
Brawler Unarmed damage +2 (included)
WEAPONS
Weapon Axiom Damage Ammo Range Notes
Brass Knuckles (unarmed combat) — Str +1 (12) — — Small, uses unarmed combat
Stinger Ram (land vehicles) 20 14 — — Both suffer +1BD on standard hit
Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE ROAD PALADIN
By Takeru Taitai
Overview New Perk: Trademark Vehicle
Before the Possibility Wars you raced on anything • Prowess Perk, Prerequisite vehicles 2+ adds
with two wheels. You were in Africa for a cross- Gain a vehicle worth Value 25 or less—or Value 30
country race when reality changed, and became the or less if it's unarmed. Your tests for that vehicle,
Masked Rider, a super-science powered avenger. You including repairs, are Favored.
use your gadgets to battle evil in all its forms, and the
High Lords are at the top of the list! Names
Hornet Raida, Ken Yamashiro, Road Paladin Sugaru,
Tactics Racer Gold, Wheeled Wraith
If you have the Stinger with you, ride it! Your awesome
land vehicles skill becomes your defense, and you gain Advancement Track (Optional)
a +2 bonus from Fast Speed as well. Your ram might □ (5 XP) Gadgeteer
harm the Stinger you if you get a standard success and
□ (7 XP) Super Skill (land vehicles)
roll well on the Bonus Die. If the bike suffers a Wound
(or isn't available) jump off and use maneuver and your □ (9 XP) Whirlwind
fists to finish the job. □ (2 XP) maneuver +2
□ (3 XP) unarmed combat +3
Moment of Crisis
Pharoah Mobuis' Shocktroopers began firing into □ (4 XP) unarmed combat +4
crowds of fans to disperse them. You couldn't stand
by while innocents were harmed, so you charged
into them on your dirtbike. As you jumped into the
gunmen your transformation took hold, changing
your helmet into a mask your normal dirtbike into the
fabulous Stinger!
Quote
“Engage Stinger Turbo Booster!”
Description
You wear a costume inspired by your
racing colors, and styled like a dangerous
hornet or bee. When the mask is on, you
embrace the power and persona of
the masked rider. Your persona is
grim, and you speak forcefully and
gesture dramatically. However,
when you aren't wearing your
mask you're relatively cheerful
and mild-mannered.
Agenda
Winning is your nature,
whether it's races or
fighting evil. You take
every act of evil personally,
and fight tirelessly to
take revenge on the High
Lords who perpetrate such
crimes.
Name The Robot Man Total XP
Stymied
-4
Race
Weird Science Robot Cosm Nile Empire Unspent
-2
Axioms: Magic 14 Social 20 Spirit 18 Tech 20 Clearance Level Alpha
Vulnerable
ATTRIBUTES & SKILLS Total
+4
Charisma Dexterity Mind Spirit Strength Movement Run Toughness Armor
DEFENSES
+2
6 8 8 8 10 8 24 13 3 Dodge
KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 8 Melee Defense
Wound Tracker
Fire Combat Dex 8
Melee Weapons Dex +1 9
7
-3
Missile Weapons Dex +1 9
Unarmed Defense
Unarmed Combat Dex +1 9
-2
Interaction Skills Attribute Skill Adds Value 8
-1
Intimidation Spirit 8
Maneuver Dex 8
Taunt Cha 6 8
SHOCK
Trick Mind +1 9
Other Attribute Skill Adds Value
3
WOUNDS
Dodge Dex +1 9
Evidence Analysis Mind +1 9
Find Mind +1 9
EQUIPMENT
Reality Spirit +1 9
Item Axiom Notes
Scholar Mind +1 9
Science Mind +2 10
PERKS
Perk Effect
Armored (racial) +3 Armor, Full Body, no Dex Max
Construct (racial) Immune to poison, disease, Fatigue, and
effects that require living processes. Does
not heal, may be repaired. ARMOR
Purpose Buit (racial) Begin with only 10 skill adds (plus
reality),1 perk, and no starting items Armor Axiom Adds Notes
Configurable Spend an hour to gain +2 adds in an Armored — +3 Full Body
available skill, maximum +3 adds
WEAPONS
Weapon Axiom Damage Ammo Range Notes
Unarmed (unarmed combat) — Str +0 (10) — — —
Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE ROBOT MAN
By William Straight
Overview for science, crosshair optics for fire combat, memory
Weird science created you, and now you are the banks for scholar, and so on. Your configuration can
uncanny robot man. You are the only one of your be switched once each Scene, a process that takes one
kind, an eternium-powered automaton capable of hour. One available skill (either usable Unskilled or
independent thought. You aren't sure if your inventor with fewer than three adds) then gains +2 adds until
was a hero or a villain, but he died during your creation the procedure is repeated.
and left nothing about how or why you were built.
Names
Tactics Gearhead, Mechaman, Otto 1, Silver Simon, Steel
Since you don't start with gear, pick up any weapons Sentinel
your foes drop, and when you have time change
your configuration to use them better. Perform any Advancement Track (Optional)
Approved Actions other than taunt to build a strong □ (5 XP) Mechanic
Action Pool, and rely on your natural Toughness for □ (7 XP) Super Attribute (strength)
defense.
□ (9 XP) Weird Scientist
Moment of Crisis □ (1 XP) energy weapons +1
You awoke for the first time to a labratory on fire, □ (1 XP) fire combat +1
and the body of a deceased scientist slumped over
your frame. The cries of a firefighter trapped by the □ (2 XP) dodge +2
catastrophe brought you out of your reverie, and □ (2 XP) trick +2
without thinking you rose to help him. Sparks burst □ (3 XP) science +3
out of the machines around you, destroying the last of
the equipment, but you emerged from the flames with
the wounded man and a desire to understand who
and what you are.
Quote
“I was not programmed for violence, but this situation
requires an exception.”
Description
You are a construct of metal, gears, and an eternium
core that should last several lifetimes. Your movements
are precise, and your voice is always quiet and even,
but inside your mind you burst with curiousity and
kindness. Biologicals tend to find you unsettling, but
an overcoat, hat, and sometimes a mask prevents most
trouble.
Agenda
You seek answers about your past and your purpose.
You don't know if you were built to battle the High
Lords or serve them. Whatever your designer had in
mind, you have decided the invasion must be stopped,
and the various cosms returned to their original states.