Cypher System - Revised Edition

Designers Monte Cook, Bruce R. Cordell, Sean K. Reynolds
Additional Designers Shanna Germain, Robert J. Schwalb
Creative Director Monte Cook
Managing Editor Shanna Germain
Editor/Proofreader Ray Vallese
Art Director Bear Weiter
Cover Artist Roberto Pitturru

Artists
Eren Arik, Jacob Atienza, Bruce Brenneise, Marco Caradonna, chrom, Vincent Coviello, Biagio D’Alessandro,
Sarah Dahlinger, Florian Devos, Jason Engle, Felipe Escobar, David Hueso, Baldi Konijn, Guido Kuip, Kezrek Laczin,
Katerina Ladon, Brandon Leach, Eric Lofgren, Raph Lomotan, Anton Kagounkin Magdalina, Patrick McEvoy,
Jeremy McHugh, Brynn Metheney, Giorgio De Michele (Erebus), Reiko Murakami, Federico Musetti, Irina Nordsol,
Mirco Paganessi, Grzegorz Pedrycz, Angelo Peluso, Mike Perry, John Petersen, Roberto Pitturru, Scott Purdy,
Aaron Riley, Riccardo Rullo, Nick Russell, Seth Rutledge, Martin de Diego Sádaba, Sam Santala, Lie Setiawan,
Joe Slucher, Lee Smith, Kim Sokol, Matt Stawicki, Cyril Terpent, Cory Trego-Erdner, Tiffany Turrill, Shane Tyree,

Jordan K. Walker, Chris Waller, Cathy Wilkins, Ben Wootten, Kieran Yanner

© 2019 Monte Cook Games, LLC. CYPHER SYSTEM and its logo are trademarks of Monte Cook Games, LLC in the U.S.A.
and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of

Monte Cook Games, LLC.
Printed in Canada

TABLE OF CONTENTS

THE CYPHER SYSTEM 4 PART 3: GENRES 251

Chapter 1: WORLDS OF ADVENTURE 4 Chapter 13: FANTASY 252
Chapter 2: ANYTHING GOES 261
Chapter 3: HOW TO PLAY THE CYPHER SYSTEM 5 Chapter 14: MODERN 270
280
PART 1: CHARACTERS 7 Chapter 15: SCIENCE FICTION 286
289
Chapter 4: CREATING YOUR CHARACTER Chapter 16: HORROR 295
Chapter 5: TYPE 302
Chapter 6: FLAVOR 13 Chapter 17: ROMANCE 307
Chapter 7: DESCRIPTOR
Chapter 8: FOCUS 14 Chapter 18: SUPERHEROES 311
Chapter 9: ABILITIES 20 Chapter 19: POST-APOCALYPTIC
Chapter 10: EQUIPMENT 34 Chapter 20: FAIRY TALE 312
38 Chapter 21: HISTORICAL 372
PART 2: RULES 60 377
402
Chapter 11: RULES OF THE GAME 95 PART 4: GAME MASTERING
Chapter 12: EXPERIENCE POINTS 443
201 Chapter 22: CREATURES
Chapter 23: NPCs 444
446
205 Chapter 24: CYPHERS 447

206 Chapter 25: RUNNING THE CYPHER SYSTEM

PART 5: BACK MATTER

CAMPAIGN DESIGN WORKSHEET

WORLDS OF ADVENTURE

Ultimately, what we all want is to play precisely material easier to use and easier to customize.
the game we want to play. Game masters The brand-new content, like the character arc
all have a perfect setting in the back of their system, the crafting system, the additional genre
brain. Players have that one character idea that information, and so on, will hopefully make your
would be their best character ever, if they could games more fun and your stories richer.
just have the chance to make and play them.
But let me reiterate: we haven’t changed the
Those dreams of playing exactly what you want way the game works. You can use this book
to play are why this book exists. alongside the old Cypher System Rulebook
without much issue at all.
This is a revised version of the original Cypher
System Rulebook. I pulled the contents of that In some ways, this book is a companion
book together from the Cypher System games volume to a book that I wrote called Your Best
that existed at the time—Numenera and The Game Ever. That book is a system-agnostic
Strange. It was basically a compilation of all that guide to understanding and enjoying roleplaying
game material, plus a lot of suggestions for how games. This book takes the ideas and
to use it in any way you wished. Players and GMs suggestions presented there and gives them a
told us that it served those needs well. set of rules that empowers them. It’s my goal to
give you the tools to have your best game ever.
We’ve learned a lot since then, though. Not And that, I believe, involves getting to play in
so much about the system rules themselves— the setting and with the characters that you’ve
which remain essentially untouched—but about always wanted. Now, hopefully, you can do just
how we want to use this kind of book, and that.
therefore how to present the information in it.
It’s really challenging to make something that’s Have fun!
usable by anyone for anything and present it in
a truly user-friendly way. But I think we did just Monte Cook
that with this book. The innovations you’ll find March 2019
in these pages—the way all the abilities have
been cataloged so you can use them however
you need, the focus on subtle cyphers, the
breadth of the genres presented—make this

For just a moment, we’re talking directly to Speaking of worlds, you get to decide what Part 3: Genres, page 251
the game masters out there. Both players setting to use, based on what genre you want.
and GMs will use this book, but more than It can be anything. Pick your favorite book or
likely the GM will look at it first. movie, or design something from scratch.

What you hold in your hands is a guidebook. A GENRES
how-to. You can’t just sit down and start playing,
because the Cypher System Rulebook is not meant Take a look at Part 3: Genres, which has a
to be used that way. You have to put something number of chapters devoted to genres. These are
of your own into it first. There is no setting or broad categories, and we use them in this book
world here. The system is designed to help you as a starting point. Those categories are: fantasy,
portray any world or setting you can dream up. modern, science fiction, horror, romance,
superheroes, post-apocalyptic, fairy tale, and
Think of this book as a chest of toys. You historical.
can pull out whatever you want and play with it
however you want. You won’t use everything in With those broad strokes, we cover most
it, at least not all at once. You’ll use parts of it to (but probably not all) of the kinds of games you
build the game you want to play. Pull out some can run with the Cypher System. Some of these
pieces and give them a try. Put back the ones genres require unique equipment, artifacts, or
that don’t suit you, and try different ones. Use descriptors. Some need new rules to convey the
some now and save others for your next game. experience you’re after.
You have all the freedom in the world (many
worlds, actually). We say “experience” because in many ways,
that’s what a genre is. If you want to capture
Think of this book as a chest of toys. the experience of being terrified by zombies
You can pull out whatever you want swarming around a character’s home, you want
and play with it however you want. horror. If you want to convey the experience
of being extremely powerful and using those
powers to protect the world from aliens, you
want superheroes (maybe with a dash of science
fiction).

Genre categories are difficult. Sometimes they can be constricting when
they should be liberating. Don’t worry too much about being a genre purist.

Just have a fun game.

Flavor, page 34 So, really, what you’re choosing here is the for your PCs, even though it’s fine in other
Chapter 5: Type, page 20 experience you want to have—and that you want fantasy games.
the players to have. This is such a fundamental
Chapter 7: Descriptor, decision that perhaps the whole group should The more specific details you have about your
page 38 be in on it. Ask the other players what genre they setting, the easier this is to do. And the more
like and what kinds of experiences they want distinct your setting is from genre tropes, the
Chapter 8: Focus, to have. This is vital because it ensures that more you’ll have to do it. But that’s okay. Specific,
page 60 everyone gets what they want out of the game. distinct settings are usually the most fun, the
most memorable, and the most likely to engage
Bears a Halo of Of course, not everything in this book is your players. They’re worth the extra work.
Fire, page 64 suitable for every genre. You, the GM, will need to
read through it once you’ve chosen a genre and TAILORING THE RULES
Chapter 25: Running the pick types, foci, and so forth. Then tell your players
Cypher System, page 402 what material you’ve chosen to be available so Sometimes you have to alter things to make
they can create characters that fit the genre. them into what you need and want. Take, for
example, the magic flavor that you can give to
SETTINGS any of the types in chapter 5. It’s called “magic”
and has a lot of the trappings of magic, but
While genres are useful categories to organize it would be simple to change the name to
your thoughts, what you’re actually going to “psionics,” “mutant powers,” or whatever your
create is a setting. Labels like “science fiction” setting needs.
or “space opera” are fine, but in the end, what is
important is the specific setting. In other words, picking and choosing material
from this book might not be enough. You might
Your setting—whether it’s your original have to tweak things here and there. Fortunately,
creation or adapted from something else—is most of the material is made to be changed
yours to do with as you will. Don’t worry about or manipulated. In fact, because the core
what anyone else might think is appropriate mechanics of the Cypher System are so simple,
for the genre. Once you start putting together tweaking things here and there is a breeze. This
the setting, you might want to go through the is not the kind of game where changing one
character creation material in this book again. thing creates a domino effect that has a lot of
Just because something is appropriate for the unintended consequences.
fantasy genre, it might not work for your fantasy
setting. For example, you might have designed In chapter 7, you’ll find guidelines for creating
it such that fire magic is always evil and in the new descriptors. In chapter 8, you’ll find an
hands of demon-possessed priests, and thus entire section dedicated to helping you create
Bears a Halo of Fire is not an appropriate focus brand-new foci specific to your own games. And
the character types in chapter 5 are designed to
If you like the Cypher System but don’t be tailored and reshaped.
want to create your own setting, check
out the games Numenera or The When making alterations, worry less about
Strange, or the books Gods of the Fall, game balance and more about telling the stories
Predation, and Unmasked, as well as the you want to tell and allowing the players to create
upcoming titles The Stars Are Fire, Stay and play the characters they want to play. If you
Alive!, Godforsaken, and We Are All Mad do both of those things successfully, everyone
Here. All of these offer complete settings will be happy. And that’s really what game
with predetermined genres, foci, types, balance is all about.
and more. None require customization if
you don’t want to do that. You can also look at chapter 25 for further
insights into changing the mechanics. But
mostly, that chapter will tell you the same thing
that you’re reading now: it’s your game to do
with as you will.

How to Play the Cypher System

HOW TO PLAY THE CYPHER SYSTEM

The rules of the Cypher System are quite which assumes it’s eased by one step). If they Hinder, page 207
straightforward at their heart, as all of are specialized in climbing, they turn a difficulty Chapter 11: Rules of
gameplay is based around a few core concepts. 6 climb into a difficulty 4 climb. This is called the Game, page 206
This chapter provides a brief explanation of how easing the difficulty by two steps. Decreasing the Skill, page 19
to play the game, and it’s useful for learning the difficulty of a task can also be called easing a task.
game. Once you understand the basic concepts, Some situations increase, or hinder, the difficulty Difficulty, page 207
you’ll likely want to reference Chapter 11: Rules of of a task. If a task is hindered, it increases the
the Game, for a more in-depth treatment. difficulty by one step. Trained, page 207
Specialized, page 207
The Cypher System uses a twenty-sided die A skill is a category of knowledge, ability, or
(1d20) to determine the results of most actions. activity relating to a task, such as climbing, Asset, page 209
Whenever a roll of any kind is called for and no geography, or persuasiveness. A character who
die is specified, roll a d20. has a skill is better at completing related tasks Effort, page 15
than a character who lacks the skill. A character’s Ease, page 207
The game master sets a difficulty for any given level of skill is either trained (reasonably skilled)
task. There are ten degrees of difficulty. Thus, the or specialized (very skilled).
difficulty of a task can be rated on a scale of 1 to 10.
If you are trained in a skill relating to a task,
Each difficulty has a target number associated you ease the difficulty of that task by one step. If
with it. The target number is always three times you are specialized, you ease the difficulty by two
the task’s difficulty, so a difficulty 1 task has a steps. A skill can never decrease a task’s difficulty
target number of 3, but a difficulty 4 task has a by more than two steps.
target number of 12. To succeed at the task, you
must roll the target number or higher. See the Anything else that reduces difficulty (help from
Task Difficulty table (page 8) for guidance in how an ally, a particular piece of equipment, or some
this works. other advantage) is referred to as an asset. Assets
can never decrease a task’s difficulty by more
Character skills, favorable circumstances, or than two steps.
excellent equipment can decrease the difficulty
of a task. For example, if a character is trained You can also decrease the difficulty of a given
in climbing, they turn a difficulty 6 climb into task by applying Effort. (Effort is described in
a difficulty 5 climb. This is called easing the more detail in chapter 11.)
difficulty by one step (or just easing the difficulty,

TASK DIFFICULTY Target No. Guidance
0 Anyone can do this basically every time.
Task Difficulty Description 3 Most people can do this most of the time.
0 Routine 6 Typical task requiring focus, but most people can usually do this.
1 Simple 9 Requires full attention; most people have a 50/50 chance to succeed.
2 Standard 12 Trained people have a 50/50 chance to succeed.
3 Demanding 15 Even trained people often fail.
4 Difficult 18 Normal people almost never succeed.
5 Challenging 21 Impossible without skills or great effort.
6 Intimidating 24 A task worthy of tales told for years afterward.
7 Formidable 27 A task worthy of legends that last lifetimes.
8 Heroic 30 A task that normal humans couldn’t consider (but one that doesn’t break
9 Immortal the laws of physics).
10 Impossible

Armor, page 202 To sum up, three things can decrease a task’s COMBAT
Special rolls, page 9 difficulty: skills, assets, and Effort.
Making an attack in combat works the same
If you can ease a task so its difficulty is way as any other roll: the GM assigns a difficulty
reduced to 0, you automatically succeed and to the task, and you roll a d20 against the
don’t need to make a roll. associated target number.

WHEN DO YOU ROLL? The difficulty of your attack roll depends on
how powerful your opponent is. Just as tasks
Any time your character attempts a task, the GM have a difficulty from 1 to 10, creatures have a
assigns a difficulty to that task, and you roll a level from 1 to 10. Most of the time, the difficulty
d20 against the associated target number. of your attack roll is the same as the creature’s
level. For example, if you attack a level 2 bandit,
When you jump from a burning vehicle, swing it’s a level 2 task, so your target number is 6.
an axe at a mutant beast, swim across a raging
river, identify a strange device, convince a merchant It’s worth noting that players make all die rolls.
to give you a lower price, craft an object, use a If a character attacks a creature, the player makes
power to control a foe’s mind, or use a blaster rifle an attack roll. If a creature attacks a character,
to carve a hole in a wall, you make a d20 roll. the player makes a defense roll.

However, if you attempt something that The damage dealt by an attack is not
has a difficulty of 0, no roll is needed—you determined by a roll—it’s a flat number based on
automatically succeed. Many actions have a the weapon or attack used. For example, a spear
difficulty of 0. Examples include walking across always does 4 points of damage.
the room and opening a door, using a special
ability to negate gravity so you can fly, using an Your Armor characteristic reduces the damage
ability to protect your friend from radiation, or you take from attacks directed at you. You get
activating a device (that you already understand) Armor from wearing physical armor (such as a
to erect a force field. These are all routine actions leather jacket in a modern game or chainmail in
and don’t require rolls. a fantasy setting) or from special abilities. Like
weapon damage, Armor is a flat number, not a
Using skill, assets, and Effort, you can ease roll. If you’re attacked, subtract your Armor from
the difficulty of potentially any task to 0 and the damage you take. For example, a leather
thus negate the need for a roll. Walking across a jacket gives you +1 to Armor, meaning that you
narrow wooden beam is tricky for most people, take 1 less point of damage from attacks. If a
but for an experienced gymnast, it’s routine. You mugger hits you with a knife for 2 points of
can even ease the difficulty of an attack on a foe damage while you’re wearing a leather jacket,
to 0 and succeed without rolling. you take only 1 point of damage. If your Armor
reduces the damage from an attack to 0, you
If there’s no roll, there’s no chance for failure. take no damage from that attack.
However, there’s also no chance for remarkable
success (in the Cypher System, that usually When you see the word “Armor” capitalized
means rolling a 19 or 20, which are called special in the game rules (other than in the name
rolls; chapter 11 also discusses special rolls). of a special ability), it refers to your Armor
characteristic—the number you subtract from

How to Play the Cypher System

GLOSSARY Session: A single play experience. Usually lasts a few
hours. Sometimes one adventure can be accomplished in a
Game master (GM): The player who doesn’t run a session. More often, one adventure is multiple sessions.

character, but instead guides the flow of the story and runs

Nonplayer character (NPC): Characters run by the GM. Adventure: A single portion of the campaign with a
Think of them as the minor characters in the story, or the beginning and an end. Usually defined at the beginning by
villains or opponents. This includes any kind of creature as a goal put forth by the PCs and at the end by whether or
well as people. not they achieve that goal.

Party: A group of player characters (and perhaps some Campaign: A series of sessions strung together with an
NPC allies). overarching story (or linked stories) with the same player
characters. Often, but not always, a campaign involves a
Player character (PC): A character run by a player rather number of adventures.
than the GM. Think of the PCs as the main characters in
the story. Character: Anything that can act in the game. Although this
includes PCs and human NPCs, it also technically includes
Player: The players who run characters in the game. creatures, aliens, mutants, automatons, animate plants,
and so on. The word “creature” is usually synonymous.

incoming damage. When you see the word that must be used in two hands is a heavy
“armor” with a lowercase “a,” it refers to any weapon.
physical armor you might wear.
SPECIAL ROLLS For more on the types of
Typical physical weapons come in three weapons that characters
categories: light, medium and heavy. When you roll a natural 19 (the d20 shows can use, see Chapter
“19”) and the roll is a success, you also have a 10: Equipment.
Light weapons inflict only 2 points of damage, minor effect. In combat, a minor effect inflicts 3
but they ease attack rolls because they are fast additional points of damage with your attack, or, For some people, combat
and easy to use. Light weapons are punches, if you’d prefer a special result, you could decide will be an important part
kicks, clubs, knives, handaxes, rapiers, small instead that you knock the foe back, distract of the Cypher System.
pistols, and so on. Weapons that are particularly them, or something similar. When not in combat, However, it’s your
small are light weapons. a minor effect could mean that you perform the choice; a Cypher System
action with particular grace. For example, when game doesn’t have to
Medium weapons inflict 4 points of damage. jumping down from a ledge, you land smoothly be about combat.
Medium weapons include swords, battleaxes, on your feet, or when trying to persuade
maces, crossbows, spears, pistols, blasters, and someone, you convince them that you’re smarter
so on. Most weapons are medium. Anything that than you really are. In other words, you not only
could be used in one hand (even if it’s often used succeed but also go a bit further.
in two hands, such as a quarterstaff or spear) is a
medium weapon. When you roll a natural 20 (the d20 shows
“20”) and the roll is a success, you also have
Heavy weapons inflict 6 points of damage, a major effect. This is similar to a minor effect,
and you must use two hands to attack with but the results are more remarkable. In combat,
them. Heavy weapons are huge swords, great a major effect inflicts 4 additional points of
hammers, massive axes, halberds, heavy damage with your attack, but again, you can
crossbows, blaster rifles, and so on. Anything choose instead to introduce a dramatic event

In the Cypher System, players make all die rolls. If a character attacks a
creature, the player makes an attack roll. If a creature attacks a character,

the player makes a defense roll.

For more information such as knocking down your foe, stunning them, Short distance is anything greater than
on special rolls and or taking an extra action. Outside of combat, a immediate distance but less than 50 feet (15 m)
major effect means that something beneficial or so.
how they affect combat happens based on the circumstance. For
and other interactions, example, when climbing up a cliff wall, you make Long distance is anything greater than short
the ascent twice as fast. When a roll grants you distance but less than 100 feet (30 m) or so.
see page 210. a major effect, you can choose to use a minor
effect instead if you prefer. Very long distance is anything greater than
Distance, page 213 long distance but less than 500 feet (150 m)
In combat (and only in combat), if you roll or so. Beyond that range, distances are always
Adept, page 24 a natural 17 or 18 on your attack roll, you add 1 specified—1,000 feet (300 m), a mile (1.5 km),
Onslaught, page 167 or 2 additional points of damage, respectively. and so on.
Neither roll has any special effect options—just
the extra damage. The idea is that it’s not necessary to measure
precise distances. Immediate distance is right
Rolling a natural 1 is always bad. It means that there, practically next to the character. Short
the GM introduces a new complication into the distance is nearby. Long distance is farther off.
encounter. Very long distance is really far off.

RANGE AND SPEED All weapons and special abilities use these
terms for ranges. For example, all melee
Distance is simplified into four categories: weapons have immediate range—they are
immediate, short, long, and very long. close-combat weapons, and you can use them
to attack anyone within immediate distance. A
Immediate distance from a character is within thrown knife (and most other thrown weapons)
reach or within a few steps. If a character stands has short range. A bow has long range. An
in a small room, everything in the room is Adept’s Onslaught ability also has short range.
within immediate distance. At most, immediate
distance is 10 feet (3 m).

How to Play the Cypher System

A character can move an immediate distance EXPERIENCE POINTS Experience points,
as part of another action. In other words, they page 237
can take a few steps over to the control panel Experience points (XP) are rewards given to GM intrusion, page 408
and activate a switch. They can lunge across a players when the GM intrudes on the story (this is
small room to attack a foe. They can open a door called GM intrusion) with a new and unexpected Many rules in this system
and step through. challenge. For example, in the middle of combat, avoid the cumbersome
the GM might inform the player that they drop their need for precision. Does
A character can move a short distance as their weapon. However, to intrude in this manner, the it really matter if the
entire action for a turn. They can also try to move GM must award the player 2 XP. The rewarded ghost is 13 feet away from
a long distance as their entire action, but the player, in turn, must immediately give one of those you or 18? Probably not.
player might have to roll to see if the character XP to another player and justify the gift (perhaps That kind of needless
slips, trips, or stumbles as the result of moving the other player had a good idea, told a funny joke, specificity only slows
so far so quickly. performed an action that saved a life, and so on). things down and draws
away from, rather than
For example, if the PCs are fighting a group Alternatively, the player can refuse the GM contributes to, the story.
of cultists, any character can likely attack intrusion. If they do so, they don’t get the 2 XP
any cultist in the general melee—they’re all from the GM, and they must also spend 1 XP
within immediate range. Exact positions aren’t that they already have. If the player has no XP to
important. Creatures in a fight are always spend, they can’t refuse the intrusion.
moving, shifting, and jostling, anyway. However,
if one cultist stayed back to fire a pistol, a The GM can also give players XP between
character might have to use their entire action sessions as a reward for making discoveries
to move the short distance required to attack during an adventure. Discoveries are interesting
that foe. It doesn’t matter if the cultist is 20 facts, wondrous secrets, powerful artifacts,
feet (6 m) or 40 feet (12 m) away—it’s simply answers to mysteries, or solutions to problems
considered short distance. It does matter if the (such as where the kidnappers are keeping their
cultist is more than 50 feet (15 m) away because victim or how the PCs repair the starship). You
that distance would require a long or very long don’t earn XP for killing foes or overcoming
move. standard challenges in the course of play.
Discovery is the soul of the Cypher System.

You don’t earn XP for killing foes or overcoming standard challenges in the
course of play. Discovery is the soul of the Cypher System.

Chapter 4: Creating Experience points are used primarily for
Your Character, page 14 character advancement (for details, see Chapter
4: Creating Your Character), but a player can
also spend 1 XP to reroll any die roll and take the
better of the two rolls.

Cypher, page 377 CYPHERS

Cyphers are abilities that have a single use.
In many campaigns, cyphers aren’t physical
objects—they might be a spell cast upon a
character, a blessing from a god, or just a quirk
of fate that gives them a momentary advantage.
In some campaigns, cyphers are physical
objects that characters can carry. Whether or not
cyphers are physical objects, they are part of the
character (like equipment or a special ability) and
are things characters can use during the game.
The form that physical cyphers take depends
on the setting. In a fantasy world they might be
wands or potions, but in a science fiction game
they could be alien crystals or prototype devices.

Characters will find new cyphers frequently in
the course of play, so players shouldn’t hesitate
to use their cypher abilities. Because cyphers are
always different, the characters will always have
new special powers to try.

A d6 is used most OTHER DICE
often for recovery rolls
In addition to a d20, you’ll need a d6 (a six-sided
(page 218) and to die). Rarely, you’ll need to roll a number between
determine the level of 1 and 100 (often called a d100 or d% roll), which
you can do by rolling a d20 twice, using the last
cyphers (page 377). digit of the first roll as the “tens” place and the
last digit of the second roll as the “ones” place.
For example, rolling a 17 and a 9 gives you 79,
rolling a 3 and an 18 gives you 38, and rolling a
20 and a 10 gives you 00 (also known as 100).
If you have a d10 (a ten-sided die), you can use
it instead of the d20 to roll numbers between 1
and 100.

Chapter 4: CREATING YOUR CHARACTER 14
Chapter 5: TYPE 20
Chapter 6: FLAVOR 34
Chapter 7: DESCRIPTOR 38
Chapter 8: FOCUS 60
Chapter 9: ABILITIES 95
Chapter 10: EQUIPMENT 201

CREATING YOUR CHARACTER

Speed could be thought This chapter explains how to create characters Might governs actions from forcing doors
of as Speed/Agility to play in a Cypher System game. This open to walking for days without food to
involves a series of decisions that will shape resisting disease. It’s also the primary means of
because it governs your your character, so the more you understand what determining how much damage your character
overall swiftness and kind of character you want to play, the easier can sustain in a dangerous situation. Physical
reflexes. character creation will be. The process involves characters, tough characters, and characters
understanding the values of three game statistics interested in fighting should focus on Might.
Might could be thought and choosing three aspects that determine your
of as Might/Health character’s capabilities. SPEED

because it governs how CHARACTER STATS Speed describes how fast and physically
strong you are and coordinated your character is. The stat embodies
how much physical Every player character has three defining quickness, movement, dexterity, and reflexes.
characteristics, which are typically called Speed governs such divergent actions as dodging
punishment you can take. “statistics” or “stats.” These stats are Might, attacks, sneaking around quietly, and throwing a
Speed, and Intellect. They are broad categories ball accurately. It helps determine whether you can
Intellect could be thought that cover many different but related aspects of move farther on your turn. Nimble, fast, or sneaky
of as Intellect/Personality a character. characters will want good Speed stats, as will
those interested in ranged combat.
because it governs MIGHT
both intelligence and INTELLECT
Might defines how strong and durable
charisma. your character is. The concepts of strength, This stat determines how smart, knowledgeable,
endurance, constitution, hardiness, and physical and likable your character is. It includes
prowess are all folded into this one stat. Might intelligence, wisdom, charisma, education,
isn’t relative to size; instead, it’s an absolute reasoning, wit, willpower, and charm. Intellect
measurement. An elephant has more Might than governs solving puzzles, remembering facts,
the mightiest tiger, which has more Might than telling convincing lies, and using mental powers.
the mightiest rat, which has more Might than the Characters interested in communicating effectively,
mightiest spider. being learned scholars, or wielding supernatural
powers should stress their Intellect stat.

Creating Your Character

POOL, EDGE, AND EFFORT CREATING YOUR CHARACTER Chapter 5: Type, page 20
IN 5 EASY STEPS
Each of the three stats has two components: Pool Warrior Example, page 23
and Edge. Your Pool represents your raw, innate 1. Grab a pen and blank piece of paper Adept Example, page 26
ability, and your Edge represents knowing how to (or a character sheet) to record all your Explorer Example, page 29
use what you have. A third element ties into this choices. Choose from one of four types Speaker Example, page 32
concept: Effort. When your character really needs in chapter 5. Follow the instructions
to accomplish a task, you apply Effort. provided for finishing your stats, Chapter 7: Descriptor,
abilities, equipment, and cyphers. page 38
POOL A walk-through example of a player Chapter 8: Focus, page 60
creating a character (Warrior Example, Chapter 12: Experience
Your Pool is the most basic measurement of a Adept Example, Explorer Example, and Points, page 237
stat. Comparing the Pools of two creatures will Speaker Example) accompanies each
give you a general sense of which creature is type. Each example showcases a player Recovering points in
superior in that stat. For example, a character following all the steps presented here. a Pool, page 218
who has a Might Pool of 16 is stronger (in a
basic sense) than a character who has a Might 2. Choose a descriptor in chapter 7. Your stat Pools, as
Pool of 12. Most characters start with a Pool of 9 3. Choose a focus in chapter 8. well as your Effort and
to 12 in most stats—that’s the average range. 4. Choose a character arc in chapter 12. Edge, are determined
5. Begin your adventure! by the character type,
When your character is injured, sickened, descriptor, and focus
or attacked, you temporarily lose points from A character who has a low Might Pool but a that you choose. Within
one of your stat Pools. The nature of the high Might Edge has the potential to perform those guidelines,
attack determines which Pool loses points. For Might actions consistently better than a character however, you have a lot
example, physical damage from a sword reduces who has a Might Edge of 0. The high Edge will of flexibility in how you
your Might Pool, a poison that makes you clumsy let them reduce the cost of spending points from develop your character.
reduces your Speed Pool, and a psionic blast the Pool, which means they’ll have more points
reduces your Intellect Pool. You can also spend available to spend on applying Effort.
points from one of your stat Pools to decrease a
task’s difficulty (see Effort, below). You can rest EFFORT
to recover lost points from a stat Pool, and some
special abilities or cyphers might allow you to When your character really needs to accomplish
recover lost points quickly. a task, you can apply Effort. For a beginning
character, applying Effort requires spending 3
EDGE points from the stat Pool appropriate to the
action. Thus, if your character tries to dodge
Although your Pool is the basic measurement an attack (a Speed roll) and wants to increase
of a stat, your Edge is also important. When the chance for success, you can apply Effort by
something requires you to spend points from spending 3 points from your Speed Pool. Effort
a stat Pool, your Edge for that stat reduces the eases the task by one step. This is called applying
cost. It also reduces the cost of applying Effort one level of Effort.
to a roll.
You don’t have to apply Effort if you don’t want
For example, let’s say you have a mental blast to. If you choose to apply Effort to a task, you
ability, and activating it costs 1 point from your must do it before you attempt the roll—you can’t
Intellect Pool. Subtract your Intellect Edge from roll first and then decide to apply Effort if you
the activation cost, and the result is how many rolled poorly.
points you must spend to use the mental blast.
If using your Edge reduces the cost to 0, you can Applying more Effort can lower a task’s
use the ability for free. difficulty further: each additional level of Effort
eases the task by another step. Applying one
Your Edge can be different for each stat. For level of Effort eases the task by one step,
example, you could have a Might Edge of 1, a applying two levels eases the task by two steps,
Speed Edge of 1, and an Intellect Edge of 0. You’ll and so on. However, each level of Effort after
always have an Edge of at least 1 in one stat. the first costs only 2 points from the stat Pool
Your Edge for a stat reduces the cost of spending instead of 3. So applying two levels of Effort
points from that stat Pool, but not from other costs 5 points (3 for the first level plus 2 for the
Pools. Your Might Edge reduces the cost of second level), applying three levels costs 7 points
spending points from your Might Pool, but it (3 plus 2 plus 2), and so on.
doesn’t affect your Speed Pool or Intellect Pool.
Once a stat’s Edge reaches 3, you can apply one
level of Effort for free.

When applying Effort to Every character has an Effort score, which MULTIPLE USES OF EFFORT AND EDGE
melee attacks, you have indicates the maximum number of levels of Effort
that can be applied to a roll. A beginning (first-tier) If your Effort is 2 or higher, you can apply Effort
the option of spending character has an Effort of 1, meaning you can apply to multiple aspects of a single action. For
points from either your only one level of Effort to a roll. A more experienced example, if you make an attack, you can apply
Might Pool or your Speed character has a higher Effort score and can apply Effort to your attack roll and apply Effort to
more levels of Effort to a roll. For example, a increase the damage.
Pool. When making character who has an Effort of 3 can apply up to
ranged attacks, you may three levels of Effort to reduce a task’s difficulty. The total amount of Effort you apply can’t be
higher than your Effort score. For example, if
spend points only from When you apply Effort, subtract your relevant your Effort is 2, you can apply up to two levels
your Speed Pool. This Edge from the total cost of applying Effort. For of Effort. You could apply one level to an attack
reflects that with melee example, let’s say you need to make a Speed roll. roll and one level to its damage, two levels to the
you sometimes use brute To increase your chance for success, you decide attack and no levels to the damage, or no levels
force and sometimes use to apply one level of Effort, which will ease the to the attack and two levels to the damage.
finesse, but with ranged task. Normally, that would cost 3 points from
attacks, it’s always about your Speed Pool. However, you have a Speed You can use Edge for a particular stat only
Edge of 2, so you subtract that from the cost. once per action. For example, if you apply Effort
careful targeting. Thus, applying Effort to the roll costs only 1 point to a Might attack roll and to your damage, you
from your Speed Pool. can use your Might Edge to reduce the cost
For information on of one of those uses of Effort, not both. If you
additional types of What if you applied two levels of Effort to the spend 1 Intellect point to activate your mind
damage, see Damage Speed roll instead of just one? That would ease blast and one level of Effort to ease the attack
Track, page 218, and the task by two steps. Normally, it would cost 5 roll, you can use your Intellect Edge to reduce the
Special Damage, points from your Speed Pool, but after subtracting cost of one of those things, not both.
your Speed Edge of 2, it costs only 3 points.
page 219. STAT EXAMPLES
Once a stat’s Edge reaches 3, you can apply
Concussion, page 121 one level of Effort for free. For example, if you A beginning character is fighting a giant rat.
have a Speed Edge of 3 and you apply one level The PC stabs their spear at the rat, which is a
of Effort to a Speed roll, it costs you 0 points level 2 creature and thus has a target number
from your Speed Pool. (Normally, applying of 6. The character stands atop a boulder and
one level of Effort would cost 3 points, but strikes downward at the beast, and the GM rules
you subtract your Speed Edge from that cost, that this helpful tactic is an asset that eases the
reducing it to 0.) attack by one step (to difficulty 1). That lowers
the target number to 3. Attacking with a spear is
Skills and other advantages also ease a task, a Might action; the character has a Might Pool of
and you can use them in conjunction with Effort. 11 and a Might Edge of 0. Before making the roll,
In addition, your character might have special they decide to apply a level of Effort to ease the
abilities or equipment that allow you to apply attack. That costs 3 points from their Might Pool,
Effort to accomplish a special effect, such as reducing the Pool to 8. But the points are well
knocking down a foe with an attack or affecting spent. Applying the Effort lowers the difficulty
multiple targets with a power that normally from 1 to 0, so no roll is needed—the attack
affects only one. automatically succeeds.

EFFORT AND DAMAGE Another character is attempting to convince
a guard to let them into a private office to speak
Instead of applying Effort to ease your attack, to an influential noble. The GM rules that this
you can apply Effort to increase the amount of is an Intellect action. The character is third tier
damage you inflict with an attack. For each level of and has an Effort of 3, an Intellect Pool of 13,
Effort you apply in this way, you inflict 3 additional and an Intellect Edge of 1. Before making the
points of damage. This works for any kind of roll, they must decide whether to apply Effort.
attack that inflicts damage, whether a sword, a They can choose to apply one, two, or three
crossbow, a mind blast, or something else. levels of Effort, or apply none at all. This action
is important to them, so they decide to apply
When using Effort to increase the damage of an two levels of Effort, easing the task by two steps.
area attack, such as the explosion created by an Thanks to their Intellect Edge, applying the Effort
Adept’s Concussion ability, you inflict 2 additional costs only 4 points from their Intellect Pool (3
points of damage instead of 3 points. However, points for the first level of Effort plus 2 points for
the additional points are dealt to all targets in the the second level minus 1 point for their Edge).
area. Further, even if one or more of the targets Spending those points reduces their Intellect
resist the attack, they still take 1 point of damage.

Creating Your Character

Pool to 9. The GM decides that convincing the To progress to the next tier, characters earn Skills are a broad
guard is a difficulty 3 (demanding) task with a experience points (XP) by pursuing character category of things your
target number of 9; applying two levels of Effort arcs, going on adventures, and discovering new character can learn and
reduces the difficulty to 1 (simple) and the things—the system is about both discovery and accomplish. For a list
target number to 3. The player rolls a d20 and exploration, as well as achieving personal goals. of sample skills, see the
gets an 8. Because this result is at least equal Experience points have many uses, and one Skills sidebar on page 19.
to the target number of the task, they succeed. use is to purchase character benefits. After your
However, if they had not applied some Effort, character purchases four character benefits, they
they would have failed because their roll (8) advance to the next tier. Each benefit costs 4 XP,
would have been less than the task’s original and you can purchase them in any order, but
target number (9). you must purchase one of each kind of benefit
(and then advance to the next tier) before you
CHARACTER TIERS can purchase the same benefit again. The four
character benefits are as follows.
Every character starts the game at the first tier.
Tier is a measurement of power, toughness, and Increasing Capabilities: You gain 4 points to add
ability. Characters can advance up to the sixth tier. to your stat Pools. You can allocate the points
As your character advances to higher tiers, you among the Pools however you wish.
gain more abilities, increase your Effort, and can
improve a stat’s Edge or increase a stat. Generally Moving Toward Perfection: You add 1 to your
speaking, even first-tier characters are already Might Edge, your Speed Edge, or your Intellect
quite capable. It’s safe to assume that they’ve Edge (your choice).
already got some experience under their belt. This
is not a “zero to hero” progression, but rather an Extra Effort: Your Effort score increases by 1.
instance of competent people refining and honing
their capabilities and knowledge. Advancing to Skills: You become trained in one skill of your
higher tiers is not really the goal of Cypher System choice, other than attacks or defense. As
characters, but rather a representation of how described in Chapter 11: Rules of the Game, a
characters progress in a story. character trained in a skill treats the difficulty

You can use flavors of a related task as one step lower than normal. CHARACTER DESCRIPTOR,
(chapter 6) to slightly The skill you choose for this benefit can be TYPE, AND FOCUS
modify character types anything you wish, such as climbing, jumping,
persuading, or sneaking. You can also choose to To create your character, you build a simple
to customize them be knowledgeable in a certain area of lore, such statement that describes them. The statement
for different genres. as history or geology. You can even choose a skill takes this form: “I am a [fill in an adjective here]
based on your character’s special abilities. For [fill in a noun here] who [fill in a verb here].”
Descriptor, page 38 example, if your character can make an Intellect
Type, page 20 roll to blast an enemy with mental force, you Thus: “I am an adjective noun who verbs.” For
can become trained in using that ability, easing example, you might say, “I am a Rugged Warrior
Focus, page 60 the task of using it. If you choose a skill that you who Controls Beasts” or “I am a Charming
are already trained in, you become specialized Explorer who Focuses Mind Over Matter.”
Recovery roll, page 218 in that skill, easing related tasks by two steps
Warrior, page 20 instead of one. In this sentence, the adjective is called your
Adept, page 24 descriptor.
Explorer, page 27 Other Options: Players can also spend 4 XP to
Speaker, page 30 purchase other special options in lieu of gaining The noun is your character type.
a new skill. Selecting any of these options counts The verb is called your focus.
as the skill benefit necessary to advance to the Even though character type is in the middle
next tier. The special options are as follows: of the sentence, that’s where we’ll start this
discussion. (Just as in a sentence, the noun
• Reduce the cost for wearing armor. This provides the foundation.)
option lowers the Speed cost for wearing Your character type is the core of your
armor by 1. character. In some roleplaying games, it might
be called your character class. Your type helps
• Add 2 to your recovery rolls. determine your character’s place in the world
• Select a new type-based ability from your tier and relationship with other people in the setting.
It’s the noun of the sentence “I am an adjective
or a lower tier. noun who verbs.”
You can choose from four character types
in chapter 5: Warriors, Adepts, Explorers, and
Speakers.
Your descriptor defines your character—it
colors everything you do. Your descriptor
places your character in the situation (the first
adventure, which starts the campaign) and
helps provide motivation. It’s the adjective of the
sentence “I am an adjective noun who verbs.”
Unless your GM says otherwise, you can
choose from any of the character descriptors in
chapter 7.
Focus is what your character does best. Focus
gives your character specificity and provides
interesting new abilities that might come in
handy. Your focus also helps you understand
how you relate with the other player characters in
your group. It’s the verb of the sentence “I am an
adjective noun who verbs.”
There are many character foci in chapter 8. The
ones you choose from will probably depend on
the setting and genre of your game.

Character types and foci grant PCs special
abilities at each new tier. Using these abilities
usually costs points from your stat Pools; the
cost is listed in parentheses after the ability
name. Your Edge in the appropriate stat can

Creating Your Character

reduce the cost of the ability, but remember that to remind you. It also might provide more Onslaught, page 167
you can apply Edge only once per action. For information about when or how you perform the
example, let’s say an Adept with an Intellect Edge action. Because this book
of 2 wants to use their Onslaught ability to create covers so many
a bolt of force, which costs 1 Intellect point. They Some special abilities allow you to perform a genres, not all of the
also want to increase the damage from the attack familiar action—one that you can already do—in descriptors, types, and
by using a level of Effort, which costs 3 Intellect a different way. For example, an ability might foci might be available
points. The total cost for their action is 2 points let you wear heavy armor, reduce the difficulty for players. The GM will
from their Intellect Pool (1 point for the bolt of of Speed defense rolls, or add 2 points of fire decide what’s available
force, plus 3 points for using Effort, minus 2 damage to your weapon damage. These abilities in their particular game
points from their Edge). are called enablers. Using one of these abilities and whether anything
is not considered an action. Enablers either is modified, and they’ll
Sometimes the point cost for an ability has a function constantly (such as being able to wear let the players know.
+ sign after the number. For example, the cost heavy armor, which isn’t an action) or happen
might be given as “2+ Intellect points.” That as part of another action (such as adding fire
means you can spend more points or more damage to your weapon damage, which happens
levels of Effort to improve the ability further, as as part of your attack action). If a special ability
explained in the ability description. is an enabler, the end of the ability’s description
says “Enabler” to remind you.
Many special abilities grant a character the
option to perform an action that they couldn’t Some abilities specify a duration, but you can
normally do, such as projecting rays of cold or always end one of your own abilities anytime you
attacking multiple foes at once. Using one of wish.
these abilities is an action unto itself, and the
end of the ability’s description says “Action”

SKILLS probably best to run it past the GM first, but in general,
the most important thing is to choose skills that are
Sometimes your character gains training in a specific skill appropriate to your character.
or task. For example, your focus might mean that you’re
trained in sneaking, in climbing and jumping, or in social Remember that if you gain a skill that you’re already
interactions. Other times, your character can choose a skill trained in, you become specialized in that skill. Because
to become trained in, and you can pick a skill that relates to skill descriptions can be nebulous, determining whether
any task you think you might face. you’re trained or specialized might take some thinking.
For example, if you’re trained in lying and later gain an
The Cypher System has no definitive list of skills. ability that grants you skill with all social interactions, you
However, the following list offers ideas: become specialized in lying and trained in all other types of
interactions. Being trained three times in a skill is no better
Astronomy Healing Philosophy than being trained twice (in other words, specialized is as
Balancing History Physics good as it gets).
Biology Identifying Pickpocketing
Botany Initiative Piloting Only skills gained through character type abilities or
Carrying Intimidation Repairing other rare instances allow you to become skilled with attack
Climbing Jumping Riding or defense tasks.
Computers Leatherworking Smashing
Deceiving Lockpicking Sneaking If you gain a special ability through your type, your focus,
Disguise Machinery Stealth or some other aspect of your character, you can choose it
Escaping Metalworking Swimming in place of a skill and become trained or specialized in that
Geography Perception Vehicle driving ability. For example, if you have a mind blast, when it’s time
Geology Persuasion Woodworking to choose a skill to be trained in, you can select your mind
blast as your skill. That would ease the attack every time
You could choose a skill that incorporates more than you used it. Each ability you have counts as a separate skill
one of these areas (interacting might include deceiving, for this purpose. You can’t select “all mind powers” or “all
intimidation, and persuasion) or that is a more specific spells” as one skill and become trained or specialized in
version of one (hiding might be sneaking when you’re such a broad category.
not moving). You could also make up more general
professional skills, such as baker, sailor, or lumberjack. If In most campaigns, fluency in a language is considered
you want to choose a skill that’s not on this list, it’s a skill. So if you want to speak French, that’s the same as
being trained in biology or swimming.

In some roleplaying Character type is the core of your character. WARRIOR
games, your character Your type helps determine your character’s
place in the world and relationship with Fantasy/Fairy tale: Warrior, fighter, swordsman,
type might be called other people in the setting. It’s the noun of knight, barbarian, soldier, myrmidon, valkyrie
your character class. the sentence “I am an adjective noun who verbs.”
Modern/Horror/Romance: police officer, soldier,
Most Cypher System You can choose from four character types: watchman, detective, guard, brawler, tough,
games, like Numenera, Warrior, Adept, Explorer, and Speaker. However, athlete
you may not want to use these generic names
The Strange, and for them. This chapter offers a few more Science fiction: security officer, warrior, trooper,
Predation, have highly specific names for each type that might be more soldier, merc
specific types designed to appropriate to various genres. You’ll find that
fit those settings perfectly. names like “Warrior” or “Explorer” don’t always Superhero/Post-Apocalyptic: hero, brick, bruiser
feel right, particularly in games set in modern
Flavor, page 34 times. As always, you’re free to do as you wish. You’re a good ally to have in a fight. You know
how to use weapons and defend yourself.
Further Customization, Since the type is the basis upon which your whole Depending on the genre and setting in question,
page 33 character is built, it’s important to consider how the this might mean wielding a sword and shield in
type relates to the chosen setting. To help with this, the gladiatorial arena, an AK-47 and a bandolier
types are actually general archetypes. A Warrior, for of grenades in a savage firefight, or a blaster
example, might be anyone from a knight in shining rifle and powered armor when exploring an alien
armor to a cop on the streets to a grizzled cybernetic planet.
veteran of a thousand futuristic wars.
Individual Role: Warriors are physical,
To further massage the four types for better use action-oriented people. They’re more likely
in various settings, different methods called flavors to overcome a challenge using force than by
are presented in chapter 6 to help slightly tailor other means, and they often take the most
the types toward fantasy, science fiction, or other straightforward path toward their goals.
genres (or to address different character concepts).
Group Role: Warriors usually take and deal
Finally, more fundamental options for further the most punishment in a dangerous situation.
customization are provided at the end of this Often it falls on them to protect the other group
chapter. members from threats. This sometimes means
that warriors take on leadership roles as well, at
least in combat and other times of danger.

PLAYER INTRUSION ago, allowing you to attack all three as a single GM intrusion, page 408
action. Make a separate attack roll for each foe.
A player intrusion is the player choosing You remain limited by the amount of Effort you Player intrusions
to alter something in the campaign, can apply on one action. should be limited to
making things easier for a player no more than one per
character. Conceptually, it is the reverse Old Friend: A comrade in arms from your player per session.
of a GM intrusion: instead of the GM past shows up unexpectedly and provides aid
giving the player XP and introducing an in whatever you’re doing. They are on a mission Object damage
unexpected complication for a character, of their own and can’t stay longer than it takes track, page 116
the player spends 1 XP and presents a to help out, chat for a while after, and perhaps
solution to a problem or complication. share a quick meal. Your type is who your
What a player intrusion can do usually character is. You should
introduces a change to the world or Weapon Break: Your foe’s weapon has a weak use whatever name you
current circumstances rather than directly spot. In the course of the combat, it quickly want for your type, as
changing the character. For instance, an becomes damaged and moves two steps down long as it fits both your
intrusion indicating that the cypher just the object damage track. character and the setting.
used still has an additional use would be
appropriate, but an intrusion that heals the WARRIOR STAT POOLS Practiced, page 207
character would not. If a player has no XP
to spend, they can’t use a player intrusion. Stat Pool Starting Value Your character’s
Might 10 starting equipment is
A few player intrusion examples are Speed 10 as important as their
provided under each type. That said, Intellect 8 starting skills. Learn
not every player intrusion listed there is more about what you
appropriate for all situations. The GM may You get 6 additional points to divide among carry and how it’s used in
allow players to come up with other player your stat Pools however you wish. Chapter 10: Equipment.
intrusion suggestions, but the GM is the final
arbiter of whether the suggested intrusion FIRST-TIER WARRIOR Chapter 9: Abilities,
is appropriate for the character’s type and page 95
suitable for the situation. If the GM refuses First-tier warriors have the following abilities:
the intrusion, the player doesn’t spend the 1 Effort: Your Effort is 1. The small numbers
XP, and the intrusion doesn’t occur. Physical Nature: You have a Might Edge of 1 you see after abilities
throughout this book
Using an intrusion does not require a and a Speed Edge of 0, or you have a Might Edge are page numbers
character to use an action to trigger it. A of 0 and a Speed Edge of 1. Either way, you have for easy reference.
player intrusion just happens. an Intellect Edge of 0.

Societal Role: Warriors aren’t always soldiers Cypher Use: You can bear two cyphers at a time.
or mercenaries. Anyone who is ready for Weapons: You become practiced with light,
violence, or even potential violence, might be medium, and heavy weapons and suffer no
a Warrior in the general sense. This includes penalty when using any kind of weapon. Enabler.
guards, watchmen, police officers, sailors, or Starting Equipment: Appropriate clothing and
people in other roles or professions who know two weapons of your choice, plus one expensive
how to defend themselves with skill. item, two moderately priced items, and up to
four inexpensive items.
Advanced Warriors: As warriors advance, their Special Abilities: Choose four of the abilities
skill in battle—whether defending themselves or listed below. You can’t choose the same ability
dishing out damage—increases to impressive more than once unless its description says
levels. At higher tiers, they can often take on otherwise. The full description for each listed
groups of foes by themselves or stand toe to toe ability can be found in chapter 9, which also has
with anyone. descriptions for flavor and focus abilities in a
single vast catalog.
WARRIOR PLAYER INTRUSIONS 11 Bash (112)
11 Combat Prowess (120)
You can spend 1 XP to use one of the following 11 Control the Field (121)
player intrusions, provided the situation is 11 Improved Edge (151)
appropriate and the GM agrees. 11 No Need for Weapons (166)
11 Overwatch (168)
Perfect Setup: You’re fighting at least three 11 Physical Skills (170)
foes and each one is standing in exactly the right 11 Practiced in Armor (171)
spot for you to use a move you trained in long 11 Quick Throw (174)
11 Swipe (188)
11 Trained Without Armor (193)

SECOND-TIER WARRIOR THIRD-TIER WARRIOR FOURTH-TIER WARRIOR

Choose two of the abilities listed below Choose three of the abilities listed below Choose two of the abilities listed below
(or from a lower tier) to add to your (or from a lower tier) to add to your (or from a lower tier) to add to your
repertoire. In addition, you can replace repertoire. In addition, you can replace repertoire. In addition, you can replace
one of your lower-tier abilities with a one of your lower-tier abilities with a one of your lower-tier abilities with a
different one from a lower tier. different one from a lower tier. different one from a lower tier.
11 Crushing Blow (123) 11 Deadly Aim (125) 11 Amazing Effort (109)
11 Hemorrhage (149) 11 Energy Resistance (134) 11 Capable Warrior (118)
11 Reload (176) 11 Experienced in Armor (136) 11 Experienced Defender (136)
11 Skill With Attacks (183) 11 Expert Cypher Use (137) 11 Feint (139)
11 Skill With Defense (183) 11 Fury (144) 11 Increased Effects (153)
11 Successive Attack (187) 11 Lunge (159) 11 Momentum (164)
11 Reaction (174) 11 Pry Open (172)
A character can’t apply 11 Seize the Moment (181) 11 Snipe (183)
Effort or other abilities to 11 Slice (183) 11 Tough As Nails (192)
any task they accomplish 11 Spray (185)
11 Trick Shot (194)
using Tough As Nails. 11 Vigilance (196)

WARRIOR BACKGROUND CONNECTION

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a
specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

d20 Background
1 You were in the military and have friends who still serve. Your former commander remembers you well.
2 You were the bodyguard of a wealthy woman who accused you of theft. You left her service in disgrace.
3 You were the bouncer in a local bar for a while, and the patrons there remember you.
4 You trained with a highly respected mentor. They regard you well, but they have many enemies.
5 You trained in an isolated monastery. The monks think of you as a brother, but you’re a stranger to all others.
6 You have no formal training. Your abilities come to you naturally (or unnaturally).
7 You spent time on the streets and were in prison for a while.
8 You were conscripted into military service, but you deserted before long.
9 You served as a bodyguard to a powerful criminal who now owes you their life.
10 You worked as a police officer or constable of some kind. Everyone knows you, but their opinions of you vary.
11 Your older sibling is an infamous character who has been disgraced.
12 You served as a guard for someone who traveled extensively. You know a smattering of people in many locations.
13 Your best friend is a teacher or scholar. They are a great source of knowledge.
14 You and a friend both smoke the same kind of rare, expensive tobacco. The two of you get together weekly to chat
and smoke.
15 Your uncle runs a theater in town. You know all the actors and watch all the shows for free.
16 Your craftsman friend sometimes calls on you for help. However, they pay you well.
17 Your mentor wrote a book on martial arts. Sometimes people seek you out to ask about its stranger passages.
18 Someone you fought alongside in the military is now the mayor of a nearby town.
19 You saved the lives of a family when their house burned down. They’re indebted to you, and their neighbors regard
you as a hero.
20 Your old trainer still expects you to come back and clean up after their classes; when you do, they occasionally share
interesting rumors.

FIFTH-TIER WARRIOR DEFENSE TASKS Remember that at
higher tiers, you can
Choose three of the abilities listed below (or Defense tasks are when a player makes a choose special abilities
from a lower tier) to add to your repertoire. In roll to keep something undesirable from from lower tiers. This
addition, you can replace one of your lower-tier happening to their PC. The type of defense is sometimes the best
abilities with a different one from a lower tier. task matters when using Effort. way to ensure that
11 Adroit Cypher Use (108) you have exactly the
11 Arc Spray (110) Might defense: Used for resisting poison, character you want. This
11 Improved Success (152) disease, and anything else that can be is particularly true with
11 Jump Attack (156) overcome with strength and health. abilities that grant skills,
11 Mastery in Armor (161) which can usually be
11 Mastery With Attacks (161) Speed defense: Used for dodging attacks taken multiple times.
11 Mastery With Defense (161) and escaping danger. This is by far the
11 Parry (168) most commonly used defense task. Strong, page 56

SIXTH-TIER WARRIOR Intellect defense: Used for fending off Masters Weaponry,
mental attacks or anything that might page 72
Choose two of the abilities listed below (or affect or influence one’s mind.
from a lower tier) to add to your repertoire. In Trained Without
addition, you can replace one of your lower-tier grenade that explodes like a firebomb when Armor, page 193
abilities with a different one from a lower tier. thrown, inflicting 3 points of damage to all within
11 Again and Again (109) immediate range. Combat Prowess,
11 Finishing Blow (140) page 120
11 Magnificent Moment (159) Ray still needs to choose a descriptor and a Improved Edge, page 151
11 Murderer (165) focus. Looking ahead to the descriptor rules, Ray
11 Spin Attack (185) chooses Strong, which increases his Might Pool Defeat a Foe, page 244
11 Weapon and Body (196) to 17. He also becomes trained in jumping and
breaking inanimate objects. (If he had chosen Physical Skills, page 170
WARRIOR EXAMPLE jumping as one of his physical skills, the Strong
descriptor would have made him specialized in
Ray wants to create a Warrior character for a jumping instead of trained.) Being Strong also
modern campaign. He decides that the character gives Ray an extra medium or heavy weapon. He
is an ex-military fellow who is fast and strong. chooses a baseball bat that he’ll use in a pinch.
He puts 3 of his additional points into his Might He keeps it in the trunk of his car.
Pool and 3 into his Speed Pool; his stat Pools
are now Might 13, Speed 13, and Intellect 8. As a For his focus, Ray chooses Masters Weaponry.
first-tier character, his Effort is 1, his Might Edge This gives him yet another weapon of high
is 1, and his Speed Edge and Intellect Edge are quality. He chooses another combat knife
both 0. His character is not particularly smart or and asks the GM if he could use it in his left
charismatic. hand—not to make attacks, but as a shield. This
will ease his Speed defense rolls if he has both
He wants to use a large combat knife (a knives out (the “shield” counts as an asset). The
medium weapon that inflicts 4 points of GM agrees. During the game, Ray’s Warrior will
damage) and a .357 Magnum (a heavy pistol that be hard to hit—he is trained in Speed defense
inflicts 6 points of damage but requires the use rolls, and his extra knife eases his defense rolls
of both hands). Ray decides not to wear armor, by another step.
as it’s not really appropriate to the setting, so
for his first ability, he chooses Trained Without Thanks to his focus, he also inflicts 1
Armor so he eases Speed defense actions. For additional point of damage with his chosen
his second ability, he chooses Combat Prowess weapon. Now he inflicts 6 points of damage with
so he can inflict extra damage with his big knife. his blade. Ray’s character is a deadly combatant,
likely starting the game with a reputation as a
Ray wants to be fast as well as tough, so he knife fighter.
selects Improved Edge. This gives him a Speed
Edge of 1. He rounds out his character with For his character arc, Ray chooses Defeat a
Physical Skills and chooses swimming and Foe. That foe, he decides, is none other than
running. someone in his company who was once a friend
but went rogue.
The Warrior can bear two cyphers. The GM
decides that Ray’s first cypher is a pill that
restores 6 points of Might when swallowed,
and his second is a small, easily concealed

“Magic” here is a term ADEPT Group Role: Adepts are not powerful in
used very loosely. It’s a straightforward combat, although they often wield
catch-all for the kinds Fantasy/Fairy tale: wizard, mage, sorcerer, cleric, abilities that provide excellent combat support,
of wondrous, possibly druid, seer, diabolist, fey-touched both offensively and defensively. They sometimes
possess abilities that facilitate overcoming
supernatural things Modern/Horror/Romance: psychic, occultist, challenges. For example, if the group must get
that your character can witch, practitioner, medium, fringe scientist through a locked door, an Adept might be able to
do that others cannot. destroy it or teleport everyone to the other side.
Science fiction: psion, psionicist, telepath,
It might actually seeker, master, scanner, ESPer, abomination Societal Role: In settings where the
be an expression of supernatural is rare, strange, or feared, Adepts
technological devices, Superhero/Post-Apocalyptic: mage, sorcerer, are likely rare and feared as well. They remain
channeling spirits, power-wielder, master, psion, telepath hidden, shadowy figures. When this is not the
mutations, psionics, case, Adepts are more likely to be common and
nanotechnology, or any You master powers or abilities outside the forthright. They might even take leadership roles.
number of other sources. experience, understanding, and sometimes belief
of others. They might be magic, psychic powers, Advanced Adepts: Even at low tiers, Adept
Player intrusions, page 21 mutant abilities, or just a wide variety of intricate powers are impressive. Higher-tier Adepts can
devices, depending on the setting. accomplish amazing deeds that can reshape
Adepts are almost matter and the environment around them.
always emblematic Individual Role: Adepts are usually thoughtful,
of the paranormal or intelligent types. They often think carefully before ADEPT PLAYER INTRUSIONS
superhuman in some acting and rely heavily on their supernatural
way—wizards, psychics, abilities. When playing an Adept, you can spend 1 XP
or something similar. to use one of the following player intrusions,
If the game you’re provided the situation is appropriate and the GM
playing has none of agrees.
that, an Adept could be
a charlatan mimicking Advantageous Malfunction: A device being
such abilities with tricks used against you malfunctions. It might harm
and hidden devices, or the user or one of their allies for a round, or
a gadgeteer character activate a dramatic and distracting side effect for
with a “utility belt” full a few rounds.
of oddments. Or a game
like that might not have Convenient Idea: A flash of insight provides
Adepts. That’s okay too. you with a clear answer or suggests a course
of action with regard to an urgent question,
problem, or obstacle you’re facing.

Inexplicably Unbroken: An inactive, ruined, or
presumed-destroyed device temporarily activates
and performs a useful function relevant to the
situation. This is enough to buy you some time
for a better solution, alleviate a complication that
was interfering with your abilities, or just get you
one more use out of a depleted cypher or artifact.

ADEPT STAT POOLS

Stat Pool Starting Value
Might 7
Speed 9
Intellect 12

You get 6 additional points to divide among
your stat Pools however you wish.

ADEPT BACKGROUND CONNECTION

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a
specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

d20 Background
1 You served as an apprentice for an Adept respected and feared by many people. Now you bear their mark.
2 You studied in a school infamous for its dark, brooding instructors and graduates.
3 You learned your abilities in the temple of an obscure god. Its priests and worshippers, although small in number,
respect and admire your talents and potential.
4 While traveling alone, you saved the life of a powerful person. They remain indebted to you.
5 Your mother was a powerful Adept while she lived, helpful to many locals. They look upon you kindly, but they also
expect much from you.
6 You owe money to a number of people and don’t have the funds to pay your debts.
7 You failed disgracefully at your initial studies with your teacher and now proceed on your own.
8 You learned your skills faster than your teachers had ever seen before. The powers that be took notice and are
paying close attention.
9 You killed a well-known criminal in self-defense, earning the respect of many and the enmity of a dangerous few.
10 You trained as a Warrior, but your Adept predilections eventually led you down a different path. Your former
comrades don’t understand you, but they respect you.
11 While studying to be an Adept, you worked as an assistant for a bank, making friends with the owner and the
clientele.
12 Your family owns a large vineyard nearby known to all for its fine wine and fair business dealings.
13 You trained for a time with a group of influential Adepts, and they still look upon you with fondness.
14 You worked the gardens in the palace of an influential noble or person of wealth. They wouldn’t remember you, but
you made friends with their young daughter.
15 An experiment you conducted in the past went horribly awry. The locals remember you as a dangerous and foolhardy
individual.
16 You hail from a distant place where you were well known and regarded, but people here treat you with suspicion.
17 People you meet seem put off by the strange birthmark on your face.
18 Your best friend is also an Adept. You and your friend share discoveries and secrets readily.
19 You know a local merchant very well. Since you give them so much business, they offer you discounts and special
treatment.
20 You belong to a secretive social club that gathers monthly to drink and talk.

FIRST-TIER ADEPT otherwise. The full description for each listed Your character’s starting
ability can be found in chapter 9, which also has equipment is as important
First-tier Adepts have the following abilities: descriptions for flavor and focus abilities in a as their starting skills.
Effort: Your Effort is 1. single vast catalog. Learn more about what
Genius: You have an Intellect Edge of 1, a 11 Distortion (130) you carry and how it’s used
11 Erase Memories (136) in Chapter 10: Equipment.
Might Edge of 0, and a Speed Edge of 0. 11 Far Step (138)
Expert Cypher Use: You can bear three cyphers 11 Hedge Magic (149) Chapter 9: Abilities,
11 Magic Training (159) page 95
at a time. 11 Onslaught (167)
Starting Equipment: Appropriate clothing, 11 Push (173) Cautious Adepts rely on
11 Resonance Field (176) Ward. Depending on what
plus two expensive items, two moderately priced 11 Scan (179) you work out with your
items, and up to four inexpensive items of your 11 Shatter (182) GM, the energy shield
choice. 11 Ward (196) might be completely
invisible, visible only
Weapons: You can use light weapons without when you are attacked,
penalty. You have an inability with medium always visible as a faint
weapons and heavy weapons; your attacks with glimmer surrounding
medium and heavy weapons are hindered. you, or something else.

Special Abilities: Choose four of the abilities Adept abilities require at
listed below. You can’t choose the same ability least one free hand unless
more than once unless its description says the GM says otherwise.

GMs are always free to SECOND-TIER ADEPT SIXTH-TIER ADEPT
pre-select a type’s special
Choose one of the abilities listed below (or Choose one of the abilities listed below (or
abilities at a given tier from a lower tier) to add to your repertoire. In from a lower tier) to add to your repertoire. In
to reinforce the setting. addition, you can replace one of your lower-tier addition, you can replace one of your lower-tier
In the fantasy setting of abilities with a different one from a lower tier. abilities with a different one from a lower tier.
Jen’s sorcerer, the GM 11 Adaptation (108) 11 Control Weather (122)
might have said that all 11 Cutting Light (123) 11 Earthquake (133)
sorcerers (Adepts) start 11 Hover (149) 11 Move Mountains (164)
with Magic Training as 11 Mind Reading (162) 11 Traverse the Worlds (194)
one of their tier 1 abilities. 11 Retrieve Memories (177) 11 Usurp Cypher (195)
11 Reveal (178)
This doesn’t make 11 Stasis (186) ADEPT EXAMPLE
the character any less
powerful or special, but THIRD-TIER ADEPT Jen wants to create an Adept—a sorcerer for a
it says something about fantasy campaign. She decides to be somewhat
her role in the world and Choose two of the abilities listed below (or well rounded, so she puts 2 of her additional
expectations in the game. from a lower tier) to add to your repertoire. In points into each stat Pool, giving her a Might
addition, you can replace one of your lower-tier Pool of 9, a Speed Pool of 11, and an Intellect
Onslaught, page 167 abilities with a different one from a lower tier. Pool of 14. Her Adept is smart and quick. She
Ward, page 196 11 Adroit Cypher Use (108) has an Intellect Edge of 1, a Might Edge of 0, and
11 Countermeasures (122) a Speed Edge of 0. As a first-tier character, her
Magic Training, page 159 11 Energy Protection (134) Effort is 1. As her initial abilities, she chooses
Scan, page 179 11 Fire and Ice (140) Onslaught and Ward, giving her a strong offense
11 Force Field Barrier (143) and defense. She also chooses Magic Training
Graceful, page 46 11 Sensor (181) and rounds out her character with Scan, which
11 Targeting Eye (189) she hopes will be useful in gaining insight and
Leads, page 71 information. For this character, Onslaught, Ward,
FOURTH-TIER ADEPT and Scan are all spells she has mastered through
years of training and study.
Choose one of the abilities listed below (or
from a lower tier) to add to your repertoire. In She can bear three cyphers. The GM gives her
addition, you can replace one of your lower-tier a potion that acts as a short-range teleporter, a
abilities with a different one from a lower tier. small charm that restores 5 points to her Intellect
11 Death Touch (125) Pool, and a fluid-filled flask that explodes like
11 Exile (136) a fiery bomb. Jen’s sorcerer is skilled with light
11 Invisibility (155) weapons, so she chooses a dagger.
11 Matter Cloud (161)
11 Mind Control (162) For her descriptor, Jen chooses Graceful,
11 Projection (172) which adds 2 points to her Speed Pool, bringing
11 Rapid Processing (174) it to 13. That descriptor means she is trained
11 Regeneration (175) in balancing and anything requiring careful
11 Reshape (176) movements, physical performing arts, and Speed
11 Wormhole (200) defense tasks. Perhaps she is a dancer. In fact,
she begins to develop a backstory that involves
FIFTH-TIER ADEPT graceful, lithe movements that she incorporates
into her spells.
Choose two of the abilities listed below (or
from a lower tier) to add to your repertoire. In For her focus, she chooses Leads. This gives
addition, you can replace one of your lower-tier her training in social interactions, which again
abilities with a different one from a lower tier. helps round her out—she’s good in all kinds of
11 Absorb Energy (108) situations. Moreover, she has the Good Advice
11 Concussion (121) ability, which enables her to be a focal point of
11 Conjuration (121) her group.
11 Create (122)
11 Dust to Dust (133) Her spells and focus abilities cost Intellect
11 Knowing the Unknown (156) points to activate, so she’s glad to have a lot
11 Master Cypher Use (160) of points in her Intellect Pool. In addition, her
11 Teleportation (190) Intellect Edge will help reduce those costs. If she
11 True Senses (194) uses her Onslaught force blast without applying
Effort, it costs 0 Intellect points and deals 4
points of damage. Her Intellect Edge will allow

her to save points to devote toward applying EXPLORER PLAYER INTRUSIONS Player intrusions, page 21
Effort for other purposes, perhaps to boost the Aid a Friend, page 242
accuracy of Onslaught. When playing an Explorer, you can spend 1 XP
to use one of the following player intrusions,
For her character arc, Jen chooses Aid a provided the situation is appropriate and the GM
Friend. She decides that when her sorcerer agrees.
character was young, she had a magical mentor.
That mentor was later taken prisoner by a Fortuitous Malfunction: A trap or a dangerous
demon, so her character is always looking for device malfunctions before it can affect you.
clues on how to find the demon and release her
friend from bondage. Serendipitous Landmark: Just when it seems
like the path is lost (or you are), a trail marker,
EXPLORER a landmark, or simply the way the terrain or
corridor bends, rises, or falls away suggests to
Fantasy/Fairy tale: Explorer, adventurer, delver, you the best path forward, at least from this
mystery seeker point.

Modern/Horror/Romance: athlete, explorer, Weak Strain: The poison or disease turns
adventurer, drifter, detective, scholar, out not to be as debilitating or deadly as it first
spelunker, trailblazer, investigative reporter seemed, and inflicts only half the damage that it
would have otherwise.
Science fiction: Explorer, adventurer, wanderer,
planetary specialist, xenobiologist

Superhero/Post-Apocalyptic: adventurer,
crimefighter

You are a person of action and physical ability,
fearlessly facing the unknown. You travel to
strange, exotic, and dangerous places, and
discover new things. This means you’re physical
but also probably knowledgeable.

Individual Role: Although Explorers can be
academics or well studied, they are first and
foremost interested in action. They face grave
dangers and terrible obstacles as a routine part
of life.

Group Role: Explorers sometimes work alone,
but far more often they operate in teams with
other characters. The Explorer frequently leads
the way, blazing the trail. However, they’re also
likely to stop and investigate anything intriguing
they stumble upon.

Societal Role: Not all Explorers are out
traipsing through the wilderness or poking about
an old ruin. Sometimes, an Explorer is a teacher,
a scientist, a detective, or an investigative
reporter. In any event, an Explorer bravely faces
new challenges and gathers knowledge to share
with others.

Advanced Explorers: Higher-tier Explorers
gain more skills, some combat abilities, and a
number of abilities that allow them to deal with
danger. In short, they become more and more
well-rounded, able to deal with any challenge.

EXPLORER BACKGROUND CONNECTION

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a

specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

d20 Background
1 You were a star high school athlete. You’re still in great shape, but those were the glory days, man.
2 Your brother is the lead singer in a really popular band.
3 You have made a number of discoveries in your explorations, but not all opportunities to capitalize on them have
panned out yet.
4 You were a cop, but you gave it up after encountering corruption on the force.
5 Your parents were missionaries, so you spent much of your young life traveling to exotic places.
6 You served in the military with honor.
7 You received assistance from a secretive organization, which paid for your schooling. Now they seem to want a lot
more from you.
8 You went to a prestigious university on an athletic scholarship, but you excelled in class as well as on the field.
9 Your best friend from your youth is now an influential member of the government.
10 You used to be a teacher. Your students remember you fondly.
11 You worked as a small-time criminal operative until you were caught and served some time in jail, after which you
tried to go straight.
12 Your greatest discovery to date was stolen by your arch-rival.
13 You belong to an exclusive organization of Explorers whose existence is not widely known.
14 You were kidnapped as a small child under mysterious circumstances, although you were recovered safely. The case
still has some notoriety.
15 When you were young, you were addicted to narcotics, and now you are a recovering addict.
16 While exploring a remote location, you saw something strange you’ve never been able to explain.
17 You own a small bar or restaurant.
18 You published a book about some of your exploits and discoveries, and it has achieved some acclaim.
19 Your sister owns a store and gives you a hefty discount.
20 Your father is a high-ranking officer in the military with many connections.

EXPLORER STAT POOLS Weapons: You can use light and medium
weapons without penalty. You have an inability
Stat Pool Starting Value with heavy weapons; your attacks with heavy
weapons are hindered.
Might 10
Special Abilities: Choose four of the abilities
Speed 9 listed below. You can’t choose the same ability
more than once unless its description says
Intellect 9 otherwise. The full description for each listed
ability can be found in chapter 9, which also has
Chapter 9: Abilities, You get 6 additional points to divide among descriptions for flavor and focus abilities in a
page 95 your stat Pools however you wish. single vast catalog.
11 Block (115)
Your character’s FIRST-TIER EXPLORER 11 Danger Sense (124)
starting equipment is 11 Decipher (126)
as important as their First-tier Explorers have the following abilities: 11 Endurance (134)
Effort: Your Effort is 1. 11 Find the Way (140)
starting skills. Learn Physical Nature: You have a Might Edge of 1, a 11 Fleet of Foot (141)
more about what you 11 Improved Edge (151)
carry and how it’s used in Speed Edge of 0, and an Intellect Edge of 0. 11 Knowledge Skills (157)
Chapter 10: Equipment. Cypher Use: You can bear two cyphers at a 11 Muscles of Iron (165)
11 No Need for Weapons (166)
time. 11 Physical Skills (170)
Starting Equipment: Appropriate clothing and

a weapon of your choice, plus two expensive
items, two moderately priced items, and up to
four inexpensive items.

11 Practiced in Armor (171) FIFTH-TIER EXPLORER The small numbers
11 Practiced With All Weapons (171) you see after abilities
11 Surging Confidence (188) Choose three of the abilities listed below (or throughout this book
11 Trained Without Armor (193) from a lower tier) to add to your repertoire. In are page numbers
addition, you can replace one of your lower-tier for easy reference.
SECOND-TIER EXPLORER abilities with a different one from a lower tier.
11 Adroit Cypher Use (108) Danger Sense, page 124
Choose four of the abilities listed below (or 11 Free to Move (143) Surging Confidence,
from a lower tier) to add to your repertoire. In 11 Group Friendship (147) page 188
addition, you can replace one of your lower-tier 11 Hard to Kill (148) Practiced in Armor,
abilities with a different one from a lower tier. 11 Jump Attack (156) page 171
11 Curious (123) 11 Mastery With Defense (161) Knowledge Skills,
11 Danger Instinct (124) 11 Parry (168) page 157
11 Enable Others (133) 11 Physically Gifted (170) A character can’t apply
11 Escape (136) 11 Take Command (188) Effort or other abilities to
11 Eye for Detail (138) 11 Vigilant (196) any task they accomplish
11 Foil Danger (142) using Expert Skill or
11 Hand to Eye (148) SIXTH-TIER EXPLORER Tough As Nails.
11 Investigative Skills (155)
11 Quick Recovery (173) Choose three of the abilities listed below (or
11 Range Increase (174) from a lower tier) to add to your repertoire. In
11 Skill With Defense (183) addition, you can replace one of your lower-tier
11 Stand Watch (186) abilities with a different one from a lower tier.
11 Travel Skills (193) 11 Again and Again (109)
11 Wreck (200) 11 Inspire Coordinated Actions (154)
11 Mastery in Armor (161)
THIRD-TIER EXPLORER 11 Mastery With Attacks (161)
11 Negate Danger (165)
Choose three of the abilities listed below (or 11 Share Defense (181)
from a lower tier) to add to your repertoire. In 11 Spin Attack (185)
addition, you can replace one of your lower-tier 11 Wild Vitality (198)
abilities with a different one from a lower tier.
11 Controlled Fall (122) EXPLORER EXAMPLE
11 Experienced in Armor (136)
11 Expert Cypher Use (137) Sam decides to create an Explorer character for
11 Ignore the Pain (150) a science fiction campaign. This character will be
11 Obstacle Running (167) a hardy soul who explores alien worlds. They put
11 Resilience (176) 3 additional points into their Might Pool, 2 into
11 Run and Fight (179) their Speed Pool, and 1 into their Intellect Pool;
11 Seize the Moment (181) their stat Pools are now Might 13, Speed 11, and
11 Skill With Attacks (183) Intellect 10. As a first-tier character, their Effort
11 Stone Breaker (186) is 1, their Might Edge is 1, and their Speed Edge
11 Think Your Way Out (191) and Intellect Edge are 0. Their character is fairly
11 Trapfinder (193) well-rounded so far.
11 Wrest From Chance (200)
Sam immediately leaps in and starts choosing
FOURTH-TIER EXPLORER abilities. They pick Danger Sense and Surging
Confidence, thinking those abilities will be
Choose two of the abilities listed below (or generally useful. They also choose Practiced
from a lower tier) to add to your repertoire. In in Armor, reasoning that the character wears
addition, you can replace one of your lower-tier high-tech medium armor when exploring.
abilities with a different one from a lower tier. Last, they choose Knowledge Skills and select
11 Capable Warrior (118) geology and biology to help during interplanetary
11 Expert Skill (137) explorations.
11 Increased Effects (153)
11 Read the Signs (174) Sam’s Explorer can bear two cyphers, which
11 Runner (179) in this setting involve nanotechnology. The GM
11 Subtle Steps (187) decides that one is a nanite injector that grants
11 Tough As Nails (192) a +1 bonus to Might Edge when used, and the
other is a device that can create one simple
handheld object the user wishes.

Explores Dark Sam’s Explorer is not really geared toward go back and select something else instead of
Places, page 68 fighting, but sometimes the universe is a Danger Sense, but they like it and decide to keep
Hardy, page 47 dangerous place, so they note that they’re it. Overall, the descriptor ends up making the
carrying a medium blaster as well. character tough but a little slow.
Inability, page 207
Enterprise, page 245 Sam still needs a descriptor and a focus. For their focus, Sam chooses Explores
Looking to the descriptor chapter, they choose Dark Places (in this case, weird ruins of alien
Hardy, which increases their Might Pool to 17. civilizations). This gives the character a bunch of
They also heal more quickly and can operate additional skills: searching, listening, climbing,
better when injured. They’re trained in Might balancing, and jumping. They’re quite the
defense but have an inability with initiative; capable Explorer.
however, it’s effectively canceled out by their
Danger Sense (and vice versa). Sam could For their character arc, Sam chooses
Enterprise. Exploring alien places sometimes
turns up strange relics, and Sam figures they
might be able to set up a service to reliably
transport these items to responsible third
parties, rather than allow them to fall into the
hands of pirates and rich private collectors. For a
small fee, of course.

Fantasy/Fairy tale: bard, speaker, skald, emissary,
priest, advocate

Modern/Horror/Romance: diplomat, charmer,
face, spinner, manipulator, minister,
mediator, lawyer

Science fiction: diplomat, empath, glam, consul,
legate

Superhero/Post-Apocalyptic: charmer,
mesmerist, puppet master

You’re good with words and good with people.
You talk your way past challenges and out of
jams, and you get people to do what you want.

Individual Role: Speakers are smart and
charismatic. They like people and, more
important, they understand them. This helps
speakers get others to do what needs to be done.

Group Role: The Speaker is often the face of
the group, serving as the person who speaks
for all and negotiates with others. Combat
and action are not a Speaker’s strong suits, so
other characters sometimes have to defend the
Speaker in times of danger.

Societal Role: Speakers are frequently political
or religious leaders. Just as often, however, they
are con artists or criminals.

Advanced Speakers: Higher-tier speakers use
their abilities to control and manipulate people
as well as aid and nurture their friends. They can
talk their way out of danger and even use their
words as weapons.

SPEAKER BACKGROUND CONNECTION

Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a
specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.

d20 Background
1 One of your parents was a famous entertainer in their early years and hoped you would excel in the same medium.
2 When you were a teenager, one of your siblings went missing and is presumed dead. The shock rent your family, and
it’s something you’ve never gotten over.
3 You were inducted into a secret society that claims to hold and protect esoteric knowledge opposing the forces of evil.
4 You lost one of your parents to alcoholism. They may still be alive, but you’d be hard pressed to find forgiveness.
5 You have no memory of anything that happened to you before the age of 18.
6 Your grandparents raised you on a farm far from bustling urban centers. You like to think the instruction they gave
you prepared you for anything.
7 As an orphan, you had a difficult childhood, and your entry into adulthood was challenging.
8 You grew up in extreme poverty, among criminals. You still have some connections with the old neighborhood.
9 You served as an envoy for a powerful and influential person in the past, and they still look upon you with favor.
10 You have an annoying rival who always seems to get in your way or foil your plans.
11 You’ve worked yourself into the position of spokesperson for an organization or company of some importance.
12 Your neighbors were murdered, and the mystery remains unsolved.
13 You have traveled extensively, and during that time you accumulated quite a collection of strange souvenirs.
14 Your childhood sweetheart ended up with your best friend (now your ex-best friend).
15 You are part of a maligned minority, but you work to bring the injustice of your status to public attention.
16 You’re part owner of a local bar, where you’re something of a whiz in creating specialty cocktails.
17 You once ran a con that cheated important people out of money, and they want revenge.
18 You used to act in a traveling theater, and they remember you fondly (as do people in the places you visited).
19 You are in a close romantic relationship with someone in local politics.
20 Someone out there tries to pose as you, using your identity, often for nefarious ends. You’ve never met the culprit,
but you’d certainly like to.

SPEAKER PLAYER INTRUSIONS SPEAKER STAT POOLS

When playing a Speaker, you can spend 1 XP Stat Pool Starting Value
to use one of the following player intrusions,
provided the situation is appropriate and the GM Might 8
agrees.
Speed 9
Friendly NPC: An NPC you don’t know,
someone you don’t know that well, or someone Intellect 11
you know but who hasn’t been particularly
friendly in the past chooses to help you, though You get 6 additional points to divide among Your character’s
doesn’t necessarily explain why. Maybe they’ll ask your stat Pools however you wish. starting equipment is
you for a favor in return afterward, depending on as important as their
how much trouble they go to. FIRST-TIER SPEAKER starting skills. Learn
more about what you
Perfect Suggestion: A follower or other First-tier speakers have the following abilities: carry and how it’s used in
already-friendly NPC suggests a course of action Effort: Your Effort is 1. Chapter 10: Equipment.
with regard to an urgent question, problem, or Genius: You have an Intellect Edge of 1, a
obstacle you’re facing.
Might Edge of 0, and a Speed Edge of 0.
Unexpected Gift: An NPC hands you a physical Cypher Use: You can bear two cyphers at a time.
gift you were not expecting, one that helps put Weapons: You can use light weapons without
the situation at ease if things seem strained, or
provides you with a new insight for understanding penalty. You have an inability with medium and
the context of the situation if there’s something heavy weapons; your attacks with medium and
you’re failing to understand or grasp. heavy weapons are hindered.

Starting Equipment: Appropriate clothing and
a light weapon of your choice, plus two expensive

Chapter 9: Abilities, items, two moderately priced items, and up to FOURTH-TIER SPEAKER
page 95 four inexpensive items.
Choose two of the abilities listed below (or
Some Speaker abilities, Special Abilities: Choose four of the abilities listed from a lower tier) to add to your repertoire. In
like Mind Reading or below. You can’t choose the same ability more than addition, you can replace one of your lower-tier
True Senses, imply a once unless its description says otherwise. The full abilities with a different one from a lower tier.
supernatural element. description for each listed ability can be found in 11 Anticipate Attack (110)
If this is inappropriate chapter 9, which also has descriptions for flavor 11 Confounding Banter (121)
and focus abilities in a single vast catalog. 11 Feint (139)
to the character or the 11 Anecdote (109) 11 Heightened Skills (149)
setting, these abilities 11 Babel (112) 11 Psychosis (172)
can be replaced with 11 Demeanor of Command (127) 11 Read the Signs (174)
11 Encouragement (134) 11 Spur Effort (186)
something from the 11 Enthrall (136) 11 Strategize (187)
stealth flavor, or the 11 Erase Memories (136) 11 Suggestion (188)
GM can slightly modify 11 Fast Talk (138)
them so they are based 11 Inspire Aggression (154) FIFTH-TIER SPEAKER
in extraordinary talents 11 Interaction Skills (155)
and insight rather than 11 Practiced With Medium Weapons (171) Choose three of the abilities listed below (or
11 Spin Identity (185) from a lower tier) to add to your repertoire. In
the supernatural. 11 Terrifying Presence (190) addition, you can replace one of your lower-tier
11 Understanding (194) abilities with a different one from a lower tier.
Stealth flavor, page 34 11 Adroit Cypher Use (108)
SECOND-TIER SPEAKER 11 Discipline of Watchfulness (129)
Followers, page 233 11 Experienced in Armor (136)
Choose two of the abilities listed below (or 11 Flee (141)
The small numbers from a lower tier) to add to your repertoire. In 11 Foul Aura (143)
you see after abilities addition, you can replace one of your lower-tier 11 Knowing the Unknown (156)
throughout this book abilities with a different one from a lower tier. 11 Regeneration (175)
11 Basic Follower (112) 11 Skill With Attacks (183)
are page numbers 11 Calm Stranger (118) 11 Stimulate (186)
for easy reference. 11 Disincentivize (129)
11 Gather Intelligence (144) SIXTH-TIER SPEAKER
The vegetative state 11 Impart Ideal (151)
created by Shatter 11 Inspiring Ease (154) Choose two of the abilities listed below (or
11 Interaction Skills (155) from a lower tier) to add to your repertoire. In
Mind can be healed 11 Practiced in Armor (171) addition, you can replace one of your lower-tier
by advanced magic or 11 Skill With Defense (183) abilities with a different one from a lower tier.
science, or by a condition 11 Speedy Recovery (185) 11 Assume Control (111)
11 Unexpected Betrayal (195) 11 Battle Management (112)
remover cypher that 11 Crowd Control (123)
cures psychosis. THIRD-TIER SPEAKER 11 Inspiring Success (154)
11 Recruit Deputy (175)
A Speaker with Choose three of the abilities listed below (or 11 Shatter Mind (182)
Discerning Mind has from a lower tier) to add to your repertoire. In 11 True Senses (194)
practiced swaying the addition, you can replace one of your lower-tier 11 Word of Command (199)
minds of others so much abilities with a different one from a lower tier.
that they’ve gained a 11 Accelerate (108) SPEAKER EXAMPLE
measure of protection 11 Blend In (113)
against others attempting 11 Discerning Mind (129) Mary wants to create a Speaker for a Lovecraftian
11 Expert Cypher Use (137) horror campaign. She puts 3 of her additional
the same on them. 11 Expert Follower (137) stat points into her Intellect Pool and 3 into
11 Grand Deception (146) her Speed Pool; her stat Pools are now Might
Fast Talk, page 138 11 Lead by Inquiry (157) 8, Speed 12, and Intellect 14. As a first-tier
Spin Identity, page 185 11 Mind Reading (162) character, her Effort is 1, her Might Edge and
11 Oratory (167) Speed Edge are 0, and her Intellect Edge is 1.
11 Perfect Stranger (169) She’s smart and charismatic but not particularly
11 Quick Wits (174) tough.
11 Telling (190)
Mary chooses Fast Talk and Spin Identity
to help get into places and learn things she

wants to know. She’s a bit of a con artist. She’s between their Pools on a one-for-one basis. For Encouragement, page 134
good to her friends, however, and chooses example, they can trade 2 points of Might for 2 Interaction Skills,
Encouragement as well. Mary rounds out her points of Speed. However, no starting stat Pool page 155
first-tier abilities with Interaction Skills (deceiving should be higher than 20.
and persuasion). Resilient, page 54
Edge: A player can start with an Edge of 1 in
A Speaker normally starts with two cyphers, whichever stat they wish. Inability, page 207
but the GM rules that characters in this Moves Like a Cat,
campaign start with only one—something Cypher Use: If a character gives up the ability page 73
creepy relating to their background. Mary’s to bear one cypher, they gain an additional skill
cypher is an odd pocket watch given to her by of their choice. Fall From Grace,
her grandfather. She doesn’t know how or why, page 245
but when activated, the watch allows her to take Weapons: Some types have static first-tier
twice as many actions for three rounds. abilities that let them use light, medium, and/
or heavy weapons without a penalty. Warriors
Mary’s character carries a small knife hidden can use all weapons, Explorers can use light and
in her bag in case of trouble. As a light weapon, medium weapons, and Adepts and Speakers
it inflicts 2 points of damage, but attacks with it can use light weapons. Any one of these weapon
are eased. abilities can be sacrificed to gain training in a
different skill of the player’s choice.
Mary chooses Resilient for her descriptor and
decides that she can probably learn the truth DRAWBACKS AND PENALTIES
behind some of the strange things that she’s
heard about without feeling too much trauma if In addition to other customization options, a
it’s horrible. Resilient increases her Might Pool player can choose to take drawbacks or penalties
to 10 and her Intellect Pool to 16. She’s trained to gain further advantages.
in Might and Intellect defense actions and gains
an extra recovery roll each day. At first, Mary is Weakness: A weakness is, essentially, the
sad that her descriptor gives her an inability in opposite of Edge. If you have a weakness
knowledge and puzzle tasks, but then she realizes of 1 in Speed, all Speed actions that require
that the flaw fits her character well—she’s better you to spend points cost 1 additional point
at getting people to tell her what she needs to from your Pool. At any time, a player can give
know than at figuring out the information herself. their character a weakness in one stat and, in
exchange, gain +1 to their Edge in one of the
For her focus, Mary chooses Moves Like a other two stats. So a PC can take a weakness of 1
Cat, granting her a final Speed Pool of 18 and in Speed to gain +1 to their Might Edge.
training in balance. In the end, she’s graceful
and quick, charismatic, and hardier than she Normally, you can have a weakness only in a
initially thought thanks to her drive. She’s ready stat in which you have an Edge of 0. Further, you
to investigate the weird. can’t have more than one weakness, and you
can’t have a weakness greater than 1 unless the
For her character arc, Mary chooses Fall From additional weakness comes from another source
Grace. She decides she’s had an obsession with (such as a disease or disability arising from
a strange tome that’s been in her family for actions or conditions in the game).
generations, and her character is drawn to its
strange languages and rituals. Inabilities: Inabilities are like negative skills.
They make one type of task harder by hindering
FURTHER CUSTOMIZATION it. If a character chooses to take an inability, they
gain a skill of their choice. Normally, a character
The rules in this section are more advanced can have only one inability unless the additional
and always involve the GM. They can be used inability comes from another source (such as a
by the GM to tailor a type to better fit the genre descriptor or a disease or disability arising from
or setting, or by a player and a GM to tweak a actions or conditions in the game).
character to fit a concept.

MODIFYING TYPE ASPECTS

The following aspects of the four character types
can be modified at character creation. Other
abilities should not be changed.

Stat Pools: Each character type has a starting
stat Pool value. A player can exchange points

Chapter 9: Abilities, Flavors are groups of special abilities the In the end, flavor is mostly a tool for the
page 95 GM and players can use to alter a character GM to easily create campaign-specific types by
type to make it more to their liking or more making a few slight alterations to the four base
Unless otherwise noted, appropriate to the genre or setting. For example, types. Although players may wish to use flavors
you cannot choose the if a player wants to create a magic-using thief to get the characters they want, remember that
same ability twice, even character, she could play an Adept with stealth they can also shape their PCs with descriptors
if you get it from both flavoring. In a science fiction setting, a Warrior and foci very nicely.
your type and a flavor. might also have knowledge of machinery, so the
character could be flavored with technology. The flavors available are stealth, technology,
magic, combat, and skills and knowledge.
At a given tier, abilities from a flavor are traded
one for one with standard abilities from a type. So The full description for each listed ability
to add the Danger Sense stealth flavor ability to a can be found in chapter 9, which also contains
Warrior, something else—perhaps Bash—must descriptions for type and focus abilities in a
be sacrificed. Now that character can choose single vast catalog.
Danger Sense as they would any other first-tier
warrior ability, but they can never choose Bash. STEALTH FLAVOR

The GM should always be involved in flavoring Characters with the stealth flavor are good at
a type. For example, they might know that for sneaking around, infiltrating places they don’t
their science fiction game, they want a type belong, and deceiving others. They use these
called a “Glam,” which is a Speaker flavored with abilities in a variety of ways, including combat.
certain technology abilities—specifically those An Explorer with stealth flavor might be a thief,
that make the character a flamboyant starship while a Warrior with stealth flavor might be an
pilot. Thus, they exchange the first-tier abilities assassin. An Explorer with stealth flavor in a
Spin Identity and Inspire Aggression for the superhero setting might be a crimefighter who
technology flavor abilities Datajack and Tech stalks the streets at night.
Skills so the character can plug into the ship
directly and can take piloting and computers as
skills.

FIRST-TIER STEALTH ABILITIES TECHNOLOGY FLAVOR The small numbers
you see after abilities
11 Danger Sense (124) Characters with a flavor of technology typically throughout this book
11 Goad (145) are from science fiction or at least modern-day are page numbers
11 Legerdemain (157) settings (although anything is possible). They for easy reference.
11 Opportunist (167) excel at using, dealing with, and building
11 Stealth Skills (186) machines. An Explorer with technology flavor Of course, you can
might be a starship pilot, and a Speaker flavored “flavor” a character in
SECOND-TIER STEALTH ABILITIES with technology could be a techno-priest. the Cypher System in
many ways. To make a
11 Contortionist (121) Some of the less computer-oriented abilities character more stealthy,
11 Find an Opening (139) might be appropriate for a steampunk character, for example, you can
11 Get Away (145) while a modern-day character could use some choose the Stealthy
11 Sense Ambush (181) of the abilities that don’t involve starships or descriptor or any number
11 Surprise Attack (188) ultratech. of foci, including Works
the Back Alleys.
THIRD-TIER STEALTH ABILITIES FIRST-TIER TECHNOLOGY ABILITIES
Stealthy, page 56
11 Evanesce (136) 11 Datajack (124)
11 From the Shadows (144) 11 Hacker (147) Works the Back Alleys,
11 Gambler (144) 11 Machine Interface (159) page 79
11 Inner Defense (154) 11 Scramble Machine (179)
11 Misdirect (163) 11 Tech Skills (189)
11 Run and Fight (179) 11 Tinker (192)
11 Seize the Moment (181)
SECOND-TIER TECHNOLOGY ABILITIES
FOURTH-TIER STEALTH ABILITIES
11 Distant Interface (130)
11 Ambusher (109) 11 Machine Efficiency (159)
11 Debilitating Strike (126) 11 Overload Machine (168)
11 Outwit (168) 11 Serv-0 (181)
11 Preternatural Senses (171) 11 Serv-0 Defender (181)
11 Tumbling Moves (194) 11 Serv-0 Repair (181)
11 Tool Mastery (192)
FIFTH-TIER STEALTH ABILITIES
THIRD-TIER TECHNOLOGY ABILITIES
11 Assassin Strike (110)
11 Mask (160) 11 Mechanical Telepathy (161)
11 Return to Sender (177) 11 Serv-0 Scanner (181)
11 Uncanny Luck (194) 11 Ship Footing (182)
11 Shipspeak (183)
SIXTH-TIER STEALTH ABILITIES 11 Spray (185)

11 Exploit Advantage (137) FOURTH-TIER TECHNOLOGY ABILITIES
11 Spring Away (186)
11 Thief ’s Luck (191) 11 Machine Bond (159)
11 Twist of Fate (194) 11 Robot Fighter (178)
11 Serv-0 Aim (181)
11 Serv-0 Brawler (181)
11 Serv-0 Spy (181)

FIFTH-TIER TECHNOLOGY ABILITIES

11 Control Machine (121)
11 Jury-Rig (156)
11 Machine Companion (159)

SIXTH-TIER TECHNOLOGY ABILITIES

11 Information Gathering (153)
11 Master Machine (160)

Giant spider, page 335 MAGIC FLAVOR SECOND-TIER MAGIC ABILITIES

You know a little about magic. You might not 11 Concussive Blast (121)
be a wizard, but you know the basics—how it 11 Fetch (139)
works, and how to accomplish a few wondrous 11 Force Field (143)
things. Of course, in your setting, “magic” might 11 Lock (159)
actually mean psychic powers, mutant abilities, 11 Repair Flesh (176)
weird alien tech, or anything else that produces
interesting and useful effects. THIRD-TIER MAGIC ABILITIES

An Explorer flavored with magic might be 11 Distance Viewing (130)
a wizard-hunter, and a Speaker with magical 11 Fire Bloom (140)
flavor might be a sorcerer-bard. Although an 11 Fling (141)
Adept flavored with magic is still an Adept, you 11 Force at Distance (142)
might find that swapping some of the type’s 11 Summon Giant Spider (188)
basic abilities with those given here tailors the
character in desirable ways. FOURTH-TIER MAGIC ABILITIES

FIRST-TIER MAGIC ABILITIES 11 Elemental Protection (133)

11 Blessing of the Gods (114) 11
11 Closed Mind (119)
11 Entangling Force (136) 11 Pry Open (172)
11 Hedge Magic (149)
11 Magic Training (159) FIFTH-TIER MAGIC ABILITIES
11 Mental Link (161)
11 Premonition (171) 11 Create (122)
11 Divine Intervention (130)
11 Dragon’s Maw (131)
11 Fast Travel (139)
11 True Senses (194)

SIXTH-TIER MAGIC ABILITIES

11 Relocate (176)
11 Summon Demon (188)
11 Traverse the Worlds (194)
11 Word of Death (200)

There’s very little to COMBAT FLAVOR
gain by flavoring a
Warrior with combat. Combat flavor makes a character more martial.
A Speaker with combat flavor in a fantasy setting
36 would be a battle bard. An Explorer with combat
flavor in a historical game might be a pirate. An
Adept flavored with combat in a science fiction
setting could be a veteran of a thousand psychic
wars.

FIRST-TIER COMBAT ABILITIES

11 Danger Sense (124)
11 Practiced in Armor (171)
11 Practiced With Medium Weapons (171)

SECOND-TIER COMBAT ABILITIES

11 Bloodlust (115)
11 Combat Prowess (120)
11 Trained Without Armor (193)

THIRD-TIER COMBAT ABILITIES

11 Practiced With All Weapons (171)
11 Skill With Attacks (183)
11 Skill With Defense (183)
11 Successive Attack (187)

FOURTH-TIER COMBAT ABILITIES FOURTH-TIER SKILLS AND Flavor
KNOWLEDGE ABILITIES
11 Capable Warrior (118) The skills and knowledge
11 Deadly Aim (125) 11 Multiple Skills (165) flavor is particularly
11 Fury (144) 11 Quick Wits (174) useful in shaping
11 Misdirect (163) 11 Task Specialization (189) character types to fit
11 Spray (185) modern and futuristic
FIFTH-TIER SKILLS AND science fiction settings,
FIFTH-TIER COMBAT ABILITIES KNOWLEDGE ABILITIES where characters are
more likely to be defined
11 Experienced Defender (136) 11 Practiced With Medium Weapons (171) by what they know more
11 Hard Target (148) 11 Read the Signs (174) than anything else. This
11 Parry (168) flavor can distinguish a
SIXTH-TIER SKILLS AND scientist and a medical
SIXTH-TIER COMBAT ABILITIES KNOWLEDGE ABILITIES doctor, for example,
who both might be
11 Greater Skill With Attacks (147) 11 Skill With Attacks (183) Explorers at their core.
11 Mastery in Armor (161) 11 Skill With Defense (183)
11 Mastery With Defense (161)

SKILLS AND
KNOWLEDGE FLAVOR

This flavor is for characters in roles that call for
more knowledge and more real-world application
of talent. It’s less flashy and dramatic than
supernatural powers or the ability to hack apart
multiple foes, but sometimes expertise or
know-how is the real solution to a problem.

A Warrior flavored with skills and knowledge
might be a military engineer. An Explorer flavored
with skills and knowledge could be a field
scientist. A Speaker with this flavor might be a
teacher.

FIRST-TIER SKILLS AND
KNOWLEDGE ABILITIES

11 Interaction Skills (155)
11 Investigative Skills (155)
11 Knowledge Skills (157)
11 Physical Skills (170)
11 Travel Skills (193)

SECOND-TIER SKILLS AND
KNOWLEDGE ABILITIES

11 Extra Skill (138)
11 Tool Mastery (192)
11 Understanding (194)

THIRD-TIER SKILLS AND
KNOWLEDGE ABILITIES

11 Flex Skill (141)
11 Improvise (152)

Charming, page 41 Your descriptor defines your character—it any descriptor you wish regardless of your type.
Explorer, page 27 flavors everything you do. The differences At the end of this chapter, a few options are
Vicious, page 58 between a Charming Explorer and a Vicious provided for Customizing Descriptors, including
Customizing Explorer are considerable. The descriptor making a character’s species their descriptor.
changes the way those characters go about every
Descriptors, page 59 action. Your descriptor places your character in APPEALING
Species as Descriptor, the situation (the first adventure, which starts
the campaign) and helps provide motivation. It You’re attractive to others, but perhaps more
page 59 is the adjective of the sentence “I am an adjective important, you are likeable and charismatic.
noun who verbs.” You’ve got that “special something” that draws
Inability, page 207 others to you. You often know just the right thing
Descriptors offer a one-time package of extra to say to make someone laugh, put them at ease,
abilities, skills, or modifications to your stat or spur them to action. People like you, want to
Pools. Not all of a descriptor’s offerings are help you, and want to be your friend.
positive character modifications. For example,
some descriptors have inabilities—tasks that You gain the following characteristics:
a character isn’t good at. You can think of Charismatic: +2 to your Intellect Pool.
inabilities as negative skills—instead of being Skill: You are trained in pleasant social
one step better at that kind of task, you’re one interactions.
step worse. If you become skilled at a task Resistant to Charms: You’re aware of how
that you have an inability with, they cancel out. others can manipulate and charm people, and
Remember that characters are defined as much you notice when those tactics are used on you.
by what they’re not good at as by what they are Because of this awareness, you are trained in
good at. resisting any kind of persuasion or seduction if
you wish it.
Descriptors also offer a few brief suggestions Initial Link to the Starting Adventure: From the
for how your character got involved with the rest following list of options, choose how you became
of the group on their first adventure. You can use involved in the first adventure.
these, or not, as you wish. 1. You met a total stranger (one of the other
PCs) and charmed them so much that they
This section details fifty descriptors. Choose invited you along.
one of them for your character. You can pick

DESCRIPTORS Cruel Hideous Mad Descriptor
Dishonorable Honorable Mechanical
Appealing Doomed Impulsive Mysterious Skeptical
Beneficent Empathic Inquisitive Mystical Stealthy
Brash Exiled Intelligent Naive Strong
Calm Fast Intuitive Perceptive Strong-Willed
Chaotic Foolish Jovial Resilient Swift
Charming Graceful Kind Risk-Taking Tongue-Tied
Clever Guarded Learned Rugged Tough
Clumsy Hardy Lucky Sharp-Eyed Vicious
Craven Virtuous
Creative Weird

2. The PCs were looking for someone else, 2. You saw the PCs struggling to overcome a Initiative, page 214
but you convinced them that you were perfect problem and selflessly joined them to help. Helping, page 226
instead.
3. You’re nearly certain the PCs will fail without
3. Pure happenstance—because you just go you.
along with the flow of things and everything
usually works out. 4. The choice was between your tattered life
and helping others. You haven’t looked back
4. Your charismatic ways helped get one of since.
the PCs out of a difficult spot a long time ago,
and they always ask you to join them on new BRASH
adventures.
You’re a self-assertive sort, confident in your
BENEFICENT abilities, energetic, and perhaps a bit irreverent
toward ideas that you don’t agree with. Some
Helping others is your calling. It’s why you’re people call you bold and brave, but those you’ve
here. Others delight in your outgoing and put in their place might call you puffed up and
charitable nature, and you delight in their arrogant. Whatever. It’s not in your nature to care
happiness. You’re at your best when you’re aiding what other people think about you, unless those
people, either by explaining how they can best people are your friends or family. Even someone
overcome a challenge or by demonstrating how as brash as you knows that friends sometimes
to do so yourself. have to come first.

You gain the following characteristics: You gain the following characteristics:
Generous: Allies who have spent the last day Energetic: +2 to your Speed Pool.
with you add +1 to their recovery rolls. Skill: You are trained in initiative.
Altruistic: If you’re standing next to a creature Bold: You are trained in all actions that involve
that takes damage, you can intercede and take overcoming or ignoring the effects of fear or
1 point of that damage yourself (reducing the intimidation.
damage inflicted on the creature by 1 point). If Initial Link to the Starting Adventure: From the
you have Armor, it does not provide a benefit following list of options, choose how you became
when you use this ability. involved in the first adventure.
Skill: You’re trained in all tasks related to 1. You noticed something weird going on, and
pleasant social interaction, putting other people without much thought, you jumped in with both
at ease, and gaining trust. feet.
Helpful: Whenever you help another character, 2. You showed up when and where you did on
that character gains the benefit as if you were a dare because, hey, you don’t back down from
trained even if you are not trained or specialized dares.
in the attempted task. 3. Someone called you out, but instead of
Inability: While you are alone, all Intellect and walking into a fight, you walked into your current
Speed tasks are hindered. situation.
Initial Link to the Starting Adventure: From the 4. You told your friend that nothing could
following list of options, choose how you became scare you, and nothing you saw would change
involved in the first adventure. your mind. They brought you to your current
1. Even though you didn’t know most of the point.
other PCs beforehand, you invited yourself along
on their quest.

Calm is a great CALM You can do this one time, although the ability is
descriptor for characters renewed each time you make a recovery roll.
You’ve spent most of your life in sedentary
who never intended pursuits—books, movies, hobbies, and so Inability: You’re just not a fighter. All physical
to have adventures on—rather than active ones. You’re well versed attacks are hindered.
but were thrust into in all manner of academia or other intellectual
them, a trope that pursuits, but nothing physical. You’re not weak Inability: You’re not the outdoorsy type. All
occurs often in modern or feeble, necessarily (although this is a good climbing, running, jumping, and swimming tasks
games and particularly descriptor for characters who are elderly), are hindered.
but you have no experience in more physical
in horror games. activities. Initial Link to the Starting Adventure: From the
following list of options, choose how you became
You gain the following characteristics: involved in the first adventure.
Bookish: +2 to your Intellect Pool.
Skills: You are trained in four nonphysical skills 1. You read about the current situation
of your choice. somewhere and decided to check it out for
Trivia: You can come up with a random fact yourself.
pertinent to the current situation when you wish
it. This is always a matter of fact, not conjecture 2. You were in the right (wrong?) place at the
or supposition, and must be something you right (wrong?) time.
could have logically read or seen in the past.
3. While avoiding an entirely different
situation, you walked into your current situation.

4. One of the other PCs dragged you into it.

Danger doesn’t mean much to you, mainly
because you don’t think much about
repercussions. In fact, you enjoy sowing
surprises, just to see what will happen. The
more unexpected the result, the happier you
are. Sometimes you are particularly manic, and
for the sake of your companions, you restrain
yourself from taking actions that you know will
lead to disaster.

You gain the following characteristics:
Tumultuous: +4 to your Speed Pool.
Skill: You are trained in Intellect defense
actions.
Chaotic: Once after each ten-hour recovery
roll, if you don’t like the first result, you can reroll
a die roll of your choice. If you do, and regardless
of the outcome, the GM presents you with a GM
intrusion.
Inability: Your body is a bit worn from
occasional excesses. Might defense tasks are
hindered.
Initial Link to the Starting Adventure: From the
following list of options, choose how you became
involved in the first adventure.
1. Another PC recruited you while you were on
your best behavior, before realizing how chaotic
you were.
2. You have reason to believe that being with
the other PCs will help you gain control over your
erratic behavior.
3. Another PC released you from captivity, and
to thank them, you volunteered to help.
4. You have no idea how you joined the PCs.
You’re just going along with it for now until
answers present themselves.

CHARMING your wit to overcome any physical or mental Some players may not
imperfections. want to be defined by
You’re a smooth talker and a charmer. Whether a “negative” quality
through seemingly supernatural means or just You gain the following characteristics: like Clumsy, but in
a way with words, you can convince others to Smart: +2 to your Intellect Pool. truth, even this kind of
do as you wish. Most likely, you’re physically Skill: You’re trained in all interactions involving descriptor has enough
attractive or at least highly charismatic, and lies or trickery. advantages that it
others enjoy listening to your voice. You probably Skill: You’re trained in defense rolls to resist makes for capable and
pay attention to your appearance, keeping mental effects. talented characters.
yourself well groomed. You make friends easily. Skill: You’re trained in all tasks involving What negative descriptors
You play up the personality facet of your Intellect identifying or assessing danger, lies, quality, really do is make more
stat; intelligence is not your strong suit. You’re importance, function, or power. interesting and complex
personable, but not necessarily studious or Inability: You were never good at studying or characters that are
strong-willed. retaining trivial knowledge. Any task involving often great fun to play.
lore, knowledge, or understanding is hindered.
You gain the following characteristics: Additional Equipment: You see through the GM intrusions, page 408
Personable: +2 to your Intellect Pool. schemes of others and occasionally convince
Skill: You’re trained in all tasks involving them to believe you—even when, perhaps, they
positive or pleasant social interaction. should not. Thanks to your clever behavior, you
Skill: You’re trained when using special have an additional expensive item.
abilities that influence the minds of others. Initial Link to the Starting Adventure: From the
Contact: You have an important contact who is following list of options, choose how you became
in an influential position, such as a minor noble, involved in the first adventure.
the captain of the town guard/police, or the 1. You convinced one of the other PCs to tell
head of a large gang of thieves. You and the GM you what they were doing.
should work out the details together. 2. From afar, you observed that something
Inability: You were never good at studying interesting was going on.
or retaining facts. Any task involving lore, 3. You talked your way into the situation
knowledge, or understanding is hindered. because you thought it might earn some money.
Inability: Your willpower is not one of your 4. You suspect that the other PCs won’t
strong points. Defense actions to resist mental succeed without you.
attacks are hindered.
Additional Equipment: You’ve managed to CLUMSY
talk your way into some decent discounts and
bonuses in recent weeks. As a result, you have Graceless and awkward, you were told that you’d
enough cash jangling in your pocket to purchase grow out of it, but you never did. You often drop
a moderately priced item. things, trip over your own feet, or knock things
Initial Link to the Starting Adventure: From the (or people) over. Some people get frustrated by
following list of options, choose how you became this quality, but most find it funny and even a
involved in the first adventure. little charming.
1. You convinced one of the other PCs to tell
you what they were doing. You gain the following characteristics:
2. You instigated the whole thing and Butterfingers: −2 to your Speed Pool.
convinced the others to join you. Thick-Muscled: +2 to your Might Pool.
3. One of the other PCs did a favor for you, Inelegant: You have a certain lovable charm.
and now you’re repaying that obligation by You are trained in all pleasant social interactions
helping them with the task at hand. when you express a lighthearted, self-deprecating
4. There is a reward involved, and you need manner.
the money. Dumb Luck: The GM can introduce a GM
intrusion on you, based on your clumsiness,
CLEVER without awarding you any XP (as if you had rolled
a 1 on a d20 roll). However, if this happens,
You’re quick-witted, thinking well on your 50% of the time, your clumsiness works to your
feet. You understand people, so you can fool advantage. Rather than hurting you (much), it
them but are rarely fooled. Because you easily helps you, or it hurts your enemies. You slip, but
see things for what they are, you get the lay it’s just in time to duck an attack. You fall down,
of the land swiftly, size up threats and allies, but you trip your enemies as you crash into their
and assess situations with accuracy. Perhaps legs. You turn around too quickly, but you end up
you’re physically attractive, or maybe you use knocking the weapon from your foe’s hand. You

Descriptors like Craven, and the GM should work together to determine 1. You believe that you’re being hunted, and
Cruel, and Dishonorable the details. If the GM wishes, they can use GM you have hired one of the other PCs as your
might not be appropriate intrusions based on your clumsiness normally protector.
(awarding XP).
for every group. These 2. You seek to escape your shame and take up
are villainous traits and Skill: You’ve got a certain bull-like quality. You with capable individuals in the hopes of repairing
some people want their are trained in tasks involving breaking things. your reputation.
PCs to be entirely heroic.
Inability: Any task that involves balance, grace, 3. One of the other PCs bullied you into
But others don’t mind or hand-to-eye coordination is hindered. coming along.
a little moral greyness
Initial Link to the Starting Adventure: From the 4. The group answered your cries for help
thrown into the mix. following list of options, choose how you became when you were in trouble.
Still others see things involved in the first adventure.
like Craven and Cruel CREATIVE
as traits to overcome as 1. You were in the right place at the right time.
their characters develop 2. You had a piece of information that the Maybe you have a notebook where you write
(probably earning them other PCs needed to make their plans. down ideas so you can develop them later.
different descriptors). 3. A sibling recommended you to the other PCs. Perhaps you email yourself ideas that strike
4. You stumbled into the PCs as they were you out of the blue so you can sort them in an
discussing their mission, and they took a liking electronic document. Or maybe you just sit
to you. down, stare at your screen and, by indomitable
force of will, produce something from nothing.
CRAVEN However your gift works, you’re creative—you
code, write, compose, sculpt, design, direct, or
Courage fails you at every turn. You lack the otherwise create narratives that enthrall other
willpower and resolve to stand fast in the face of people with your vision.
danger. Fear gnaws at your heart, chewing away
at your mind, driving you to distraction until You gain the following characteristics:
you cannot bear it. Most times, you back down Inventive: +2 to your Intellect Pool.
from confrontations. You flee from threats and Original: You’re always coming up with
vacillate when faced with difficult decisions. something new. You’re trained in any task related
to creating a narrative (such as a story, play,
Yet for all that fear dogs you and possibly or scenario). This includes deception, if the
shames you, your cowardly nature proves to deception involves a narrative you’re able to tell.
be a useful ally from time to time. Listening to Skill: You are naturally inventive. You are
your fears has helped you escape danger and trained in one specific creative skill of your
avoid taking unnecessary risks. Others may have choice: writing, computer coding, composing
suffered in your place, and you might be the first music, painting, drawing, and so on.
to admit this fact, but secretly you feel intense Skill: You love solving riddles and the like. You
relief from having avoided an unthinkable and are trained in puzzle-solving tasks.
terrible fate. Skill: To be creative requires that you always be
learning. You are trained in any task that involves
You gain the following characteristics: finding out something new, such as when you’re
Furtive: +2 to your Speed Pool. digging through a library, data bank, news
Skill: You’re trained in stealth-based tasks. archive, or similar collection of knowledge.
Skill: You’re trained in running actions. Inability: You’re inventive but not charming.
Skill: You’re trained in any action taken to All tasks related to pleasant social interaction are
escape danger, flee from a dangerous situation, hindered.
or wheedle your way out of trouble. Initial Link to the Starting Adventure: From the
Inability: You do not willingly enter dangerous following list of options, choose how you became
situations. Any initiative actions (to determine involved in the first adventure.
who goes first in combat) are hindered. 1. You were doing research for a project and
Inability: You fall to pieces when you have to convinced the PCs to bring you along.
undertake a potentially dangerous task alone. 2. You’re looking for new markets for the
Any such task (such as attacking a creature by results of your creative output.
yourself) is hindered. 3. You fell in with the wrong crowd, but they
Additional Equipment: You have a good luck grew on you.
charm or protective device to keep you out of 4. A creative life is often one beset with
harm’s way. financial hurdles. You joined the PCs because
Initial Link to the Starting Adventure: From the you hoped it would be profitable.
following list of options, choose how you became
involved in the first adventure.

CRUEL 3. You hope to make another PC’s life more Descriptor
difficult by joining the group. 43
Misfortune and suffering do not move you.
When another endures hardship, you find it hard 4. Joining the PCs gives you an opportunity to
to care, and you may even enjoy the pain and escape justice for a crime you committed.
difficulty the person experiences if they’ve done
you wrong in the past. Your cruel streak may
derive from bitterness brought about by your
own struggles and disappointments. You might
be a hard pragmatist, doing what you feel you
must even if others are worse for it. Or you could
be a sadist, delighting in the pain you inflict.

Being cruel does not necessarily make you a
villain. Your cruelty may be reserved for those
who cross you or other people useful to you.
You might have become cruel as the result of an
intensely awful experience. Abuse and torture,
for example, can strip away compassion for other
living beings.

As well, you need not be cruel in every
situation. In fact, others might see you as
personable, friendly, and even helpful. But when
angered or frustrated, your dual nature reveals
itself, and those who have earned your scorn are
likely to suffer for it.

You gain the following characteristics:
Cunning: +2 to your Intellect Pool.
Cruelty: When you use force, you can choose
to maim or deliver painful injuries to draw
out your foe’s suffering. Whenever you inflict
damage, you can choose to inflict 2 fewer points
of damage to ease your next attack against that
foe.
Skill: You’re trained in tasks related to
deception, intimidation, and persuasion when
you interact with characters experiencing
physical or emotional pain.
Inability: You have a hard time connecting with
others, understanding their motives, or sharing
their feelings. Any task to ascertain another
character’s motives, feelings, or disposition is
hindered.
Additional Equipment: You have a valuable
memento from the last person you destroyed.
The memento is moderately priced, and you can
sell it or trade it for an item of equal or lesser
value.
Initial Link to the Starting Adventure: From the
following list of options, choose how you became
involved in the first adventure.
1. You suspect that you might gain a long-term
advantage from helping the other PCs and
may be able to use that advantage against your
enemies.
2. By joining the PCs, you see an opportunity
to grow your personal power and status at the
expense of others.

GM intrusions, page 408 DISHONORABLE 1. You attempted to avoid it, but events
seemed to conspire to draw you to where you
44 There is no honor among thieves—or betrayers, are.
backstabbers, liars, or cheats. You are all of these
things, and either you don’t lose any sleep over 2. Why not? It doesn’t matter. You’re doomed
it, or you deny the truth to others or to yourself. no matter what you do.
Regardless, you are willing to do whatever it
takes to get your own way. Honor, ethics, and 3. One of the other PCs saved your life, and
principles are merely words. In your estimation, now you’re repaying that obligation by helping
they have no place in the real world. them with the task at hand.

You gain the following characteristics: 4. You suspect that the only hope you have of
Sneaky: +4 to your Speed Pool. avoiding your fate might lie on this path.
Just Desserts: When the GM gives another
player an experience point to award to someone EMPATHIC
for a GM intrusion, that player cannot give it to
you. Other people are open books to you. You may
Skill: You are trained in deception. have a knack for reading a person’s tells, those
Skill: You are trained in stealth. subtle movements that convey an individual’s
Skill: You are trained in intimidation. mood and disposition. Or you may receive
Inability: People don’t like or trust you. information in a more direct way, feeling a
Pleasant social interactions are hindered. person’s emotions as if they were tangible
Initial Link to the Starting Adventure: From the things, sensations that lightly brush against your
following list of options, choose how you became mind. Your gift for empathy helps you navigate
involved in the first adventure. social situations and control them to avoid
1. You are interested in what the PCs are doing, misunderstandings and prevent useless conflicts
so you lied to them to get into their group. from erupting.
2. While skulking about, you overheard the
PCs’ plans and realized that you wanted in. The constant bombardment of emotions
3. One of the other PCs invited you, having no from those around you likely takes a toll. You
idea of what you’re truly like. might move with the prevailing mood, swinging
4. You bullied your way in with intimidation from giddy happiness to bitter sorrow with little
and bluster. warning. Or you might close yourself off and
remain inscrutable to others out of a sense of
DOOMED self-preservation or an unconscious fear that
everyone else might learn how you truly feel.
You are quite certain that your fate is leading you,
inextricably, toward a terrible end. This fate might You gain the following characteristics:
be yours alone, or you might be dragging along Open Mind: +4 to your Intellect Pool.
the people closest to you. Skill: You’re trained in tasks involving sensing
other emotions, discerning dispositions, and
You gain the following characteristics: getting a hunch about people around you.
Jumpy: +2 to your Speed Pool. Skill: You’re trained in all tasks involving social
Skill: Always on the lookout for danger, you are interaction, pleasant or otherwise.
trained in perception-related tasks. Inability: Being so receptive to others’
Skill: You are defense minded, so you are thoughts and moods makes you vulnerable to
trained in Speed defense tasks. anything that attacks your mind. Intellect defense
Skill: You are cynical and expect the worst. rolls are hindered.
Thus, you are resistant to mental shocks. You are Initial Link to the Starting Adventure: From the
trained in Intellect defense tasks having to do following list of options, choose how you became
with losing your sanity or equanimity. involved in the first adventure.
Doom: Every other time the GM uses GM 1. You sensed the commitment to the task the
intrusion on your character, you cannot refuse it other PCs have and felt moved to help them.
and do not get an XP for it (you still get an XP to 2. You established a close bond with another
award to another player). This is because you are PC and can’t bear to be parted from them.
doomed. The universe is a cold, uncaring place, 3. You sensed something strange in one of the
and your efforts are futile at best. PCs and decided to join the group to see if you
Initial Link to the Starting Adventure: From the can sense it again and uncover the truth.
following list of options, choose how you became 4. You joined the PCs to escape an unpleasant
involved in the first adventure. relationship or negative environment.

EXILED FAST Helping, page 226

You have walked a long and lonely road, leaving You’re fleet of foot. Because you’re quick, you can
your home and your life behind. You might have accomplish tasks more rapidly than others can.
committed a heinous crime, something so awful You’re not just quick on your feet, however—
that your people forced you out, and if you dare you’re quick with your hands, and you think and
return, you face death. You might have been react quickly. You even talk quickly.
accused of a crime you didn’t commit and now
must pay the price for someone else’s wicked You gain the following characteristics:
deed. Your exile might be the result of a social Energetic: +2 to your Speed Pool.
gaffe—perhaps you shamed your family or a Skill: You are trained in running.
friend, or you embarrassed yourself in front of Fast: You can move a short distance and still
your peers, an authority, or someone you respect. take another action in the same round, or you
Whatever the reason, you have left your old life can move a long distance as your action without
behind and now strive to make a new one. needing to make any kind of roll.
Inability: You’re a sprinter, not a long-distance
You gain the following characteristics: runner. You don’t have a lot of stamina. Might
Self-Reliant: +2 to your Might Pool. defense rolls are hindered.
Loner: You gain no benefit when you get help Initial Link to the Starting Adventure: From the
with a task from another character who is trained following list of options, choose how you became
or specialized in that task. involved in the first adventure.
Skill: You’re trained in all tasks involving 1. You jumped in to save one of the other PCs
sneaking. who was in dire need.
Skill: You’re trained in all tasks involving 2. One of the other PCs recruited you for your
foraging, hunting, and finding safe places to rest unique talents.
or hide. 3. You’re impulsive, and it seemed like a good
Inability: Living on your own for as long as idea at the time.
you have makes you slow to trust others and 4. This mission ties in with a personal goal of
awkward in social situations. Any task involving your own.
social interaction is hindered.
Additional Equipment: You have a memento
from your past—an old picture, a locket with
a few strands of hair inside, or a lighter given
to you by someone important. You keep the
object close at hand and pull it out to help you
remember better times.
Initial Link to the Starting Adventure: From the
following list of options, choose how you became
involved in the first adventure.
1. The other PCs earned your trust by helping
you when you needed it. You accompany them to
repay them.
2. While exploring on your own, you
discovered something strange. When you
traveled to a settlement, the PCs were the
only ones who believed you, and they have
accompanied you to help you deal with the
problem.
3. One of the other PCs reminds you of
someone you used to know.
4. You have grown weary of your isolation.
Joining the other PCs gives you a chance to
belong.

It can be liberating and FOOLISH You gain the following characteristics:
really fun to play a foolish Unwise: –4 to your Intellect Pool.
character. In some ways, Not everyone can be brilliant. Oh, you Carefree: You succeed more on luck than
the pressure to always do don’t think of yourself as stupid, and you’re anything. Every time you roll for a task, roll twice
not. It’s just that others might have a bit and take the higher result.
the right, smart thing is more . . . wisdom. Insight. You prefer to barrel Intellect Weakness: Any time you spend points
off. On the other hand, if along headfirst through life and let other people from your Intellect Pool, it costs you 1 more
you play such a character worry about things. Worrying’s never helped you, point than usual.
so why bother? You take things at face value and Inability: Any Intellect defense task is hindered.
as a bumbling moron don’t fret about what tomorrow might bring. Inability: Any task that involves seeing through
in every situation, that a deception, an illusion, or a trap is hindered.
can become annoying People call you “idiot” or “numbskull,” but it Initial Link to the Starting Adventure: From the
to everyone else at the doesn’t faze you much. following list of options, choose how you became
table. As with everything, involved in the first adventure.
moderation is the key. 1. Who knows? Seemed like a good idea at the
time.
2. Someone asked you to join up with the
other PCs. They told you not to ask too many
questions, and that seemed fine to you.
3. Your parent (or a parental/mentor figure)
got you involved to give you something to do
and maybe “teach you some sense.”
4. The other PCs needed some muscle who
wouldn’t overthink things.

You have a perfect sense of balance, moving
and speaking with grace and beauty. You’re
quick, lithe, flexible, and dexterous. Your body
is perfectly suited to dance, and you use that
advantage in combat to dodge blows. You
might wear garments that enhance your agile
movement and sense of style.

You gain the following characteristics:
Agile: +2 to your Speed Pool.
Skill: You’re trained in all tasks involving
balance and careful movement.
Skill: You’re trained in all tasks involving
physical performing arts.
Skill: You’re trained in all Speed defense tasks.
Initial Link to the Starting Adventure: From the
following list of options, choose how you became
involved in the first adventure.
1. Against your better judgment, you joined
the other PCs because you saw that they were in
danger.
2. One of the other PCs convinced you that
joining the group would be in your best interests.
3. You’re afraid of what might happen if the
other PCs fail.
4. There is reward involved, and you need the
money.

GUARDED You gain the following characteristics: Damage track, page 218
Mighty: +4 to your Might Pool.
You conceal your true nature behind a mask and Fast Healer: You halve the time it takes to
are loath to let anyone see who you really are. make a recovery roll (minimum one action).
Protecting yourself, physically and emotionally, Almost Unstoppable: While you are impaired
is what you care about most, and you prefer to on the damage track, you function as if you were
keep everyone else at a safe distance. You may hale. While you are debilitated, you function as
be suspicious of everyone you meet, expecting if you were impaired. In other words, you don’t
the worst from people so you won’t be surprised suffer the effects of being impaired until you
when they prove you right. Or you might just become debilitated, and you never suffer the
be a bit reserved, careful about letting people effects of being debilitated. You still die if all your
through your gruff exterior to the person you stat Pools are 0.
really are. Skill: You are trained in Might defense actions.
Inability: Your big, strong body is slow to react.
No one can be as reserved as you are and Any task involving initiative is hindered.
make many friends. Most likely, you have an Ponderous: When you apply Effort when
abrasive personality and tend to be pessimistic making a Speed roll, you must spend 1 extra
in your outlook. You probably nurse an old hurt point from your Speed Pool.
and find that the only way you can cope is to Initial Link to the Starting Adventure: From the
keep it and your personality locked down. following list of options, choose how you became
involved in the first adventure.
You gain the following characteristics: 1. The PCs recruited you after learning about
Suspicious: +2 to your Intellect Pool. your reputation as a survivor.
Skill: You are trained in all Intellect defense 2. You joined the PCs because you want or
tasks. need the money.
Skill: You are trained in all tasks involving 3. The PCs offered you a challenge equal to
discerning the truth, piercing disguises, and your physical power.
recognizing falsehoods and other deceptions. 4. You believe the only way the PCs will
Inability: Your suspicious nature makes you succeed is if you are along to protect them.
unlikeable. Any task involving deception or
persuasion is hindered.
Initial Link to the Starting Adventure: From the
following list of options, choose how you became
involved in the first adventure.
1. One of the PCs managed to overcome your
defenses and befriend you.
2. You want to see what the PCs are up to, so
you accompany them to catch them in the act of
some wrongdoing.
3. You have made a few enemies and take up
with the PCs for protection.
4. The PCs are the only people who will put up
with you.

Your body was built to take abuse. Whether
you’re pounding down stiff drinks while holding
up a bar in your favorite watering hole or trading
blows with a thug in a back alley, you keep going,
shrugging off hurts and injuries that might slow
or incapacitate a lesser person. Neither hunger
nor thirst, cut flesh nor broken bone can stop
you. You just press on through the pain and
continue.

As fit and healthy as you are, the signs of wear
show in the myriad scars crisscrossing your
body, your thrice-broken nose, your cauliflower
ears, and any number of other disfigurements
you wear with pride.

Impulsive characters get HIDEOUS Skill: You are trained in discerning people’s
into trouble. That’s their true motives or seeing through lies.
You are physically repugnant by almost any
thing, and that’s fine. human standard. You might have had a serious Initial Link to the Starting Adventure: From the
But if you’re constantly accident, a harmful mutation, or just poor following list of options, choose how you became
genetic luck, but you are incontrovertibly ugly. involved in the first adventure.
dragging your fellow
PCs into trouble (or You’ve more than made up for your appearance 1. The PCs’ goals appear to be honorable and
worse, getting them in other ways, however. Because you have to hide commendable.
seriously hurt or killed), your appearance, you excel at sneaking about
that will be annoying, unnoticed or disguising yourself. But perhaps 2. You see that what the other PCs are about
most important, being ostracized while others to do is dangerous, and you’d like to help protect
to say the least. A socialized, you took the time growing up to them.
good rule of thumb develop yourself as you saw fit—you grew strong
is that impulsiveness or quick, or you honed your mind. 3. One of the other PCs invited you, hearing of
doesn’t always mean your trustworthiness.
You gain the following characteristics:
a predilection for Versatile: You get 4 additional points to divide 4. You asked politely if you could join the other
doing the wrong thing. among your stat Pools. PCs in their mission.
Sometimes it’s the urge Skill: You are trained in intimidation and any
other fear-based interactions, if you show your IMPULSIVE
to do the right thing. true face.
Skill: You are trained in disguise and stealth You have a hard time tamping down your
tasks. enthusiasm. Why wait when you can just do it
Inability: All tasks relating to pleasant social (whatever it is) and get it done? You deal with
interaction are hindered. problems when they arise rather than plan
Initial Link to the Starting Adventure: From the ahead. Putting out the small fires now prevents
following list of options, choose how you became them from becoming one big fire later. You are
involved in the first adventure. the first to take risks, to jump in and lend a hand,
1. One of the other PCs approached you to step into dark passages, and to find danger.
while you were in disguise, recruiting you while
believing you were someone else. Your impulsiveness likely gets you into trouble.
2. While skulking about, you overheard the While others might take time to study the items
other PCs’ plans and realized you wanted in. they discover, you use such items without
3. One of the other PCs invited you, but you hesitation. After all, the best way to learn what
wonder if it was out of pity. something can do is to use it. When a cautious
4. You bullied your way in with intimidation explorer might look around and check for danger
and bluster. nearby, you have to physically stop yourself from
bulling on ahead. Why fuss around when the
HONORABLE exciting thing is just ahead?

You are trustworthy, fair, and forthright. You try You gain the following characteristics:
to do what is right, to help others, and to treat Reckless: +2 to your Speed Pool.
them well. Lying and cheating are no way to get Skill: You’re trained in initiative actions (to
ahead—these things are for the weak, the lazy, or determine who goes first in combat).
the despicable. You probably spend a lot of time Skill: You’re trained in Speed defense actions.
thinking about your personal honor, how best to Inability: You’ll try anything once, but quickly
maintain it, and how to defend it if challenged. grow bored after that. Any task that involves
In combat, you are straightforward and offer patience, willpower, or discipline is hindered.
quarter to any foe. Initial Link to the Starting Adventure: From the
following list of options, choose how you became
You were likely instilled with this sense of involved in the first adventure.
honor by a parent or a mentor. Sometimes the 1. You heard what the other PCs were up to
distinction between what is and isn’t honorable and suddenly decided to join them.
varies with different schools of thought, but in 2. You pulled everyone together after you
broad strokes, honorable people can agree on heard rumors about something interesting you
most aspects of what honor means. want to see or do.
3. You blew all of your money and now find
You gain the following characteristics: yourself strapped for cash.
Stalwart: +2 to your Might Pool. 4. You’re in trouble for acting recklessly. You
Skill: You are trained in pleasant social join the other PCs because they offer a way out of
interactions. your problem.

INQUISITIVE INTELLIGENT Your descriptor matters
most when you are a
The world is vast and mysterious, with wonders You’re quite smart. Your memory is sharp, and you beginning character. The
and secrets to keep you amazed for several easily grasp concepts that others might struggle benefits (and perhaps
lifetimes. You feel the tugging on your heart, the with. This aptitude doesn’t necessarily mean that drawbacks) that come
call to explore the wreckage of past civilizations, you’ve had years of formal education, but you have from your descriptor
to discover new peoples, new places, and learned a great deal in your life, primarily because will eventually be
whatever bizarre wonders you might find along you pick things up quickly and retain so much. overshadowed by the
the way. However, as strongly as you feel the growing importance
pull to roam the world, you know there is danger You gain the following characteristics: of your type and
aplenty, and you take precautions to ensure that Smart: +2 to your Intellect Pool. focus. However, the
you are prepared for any eventuality. Research, Skill: You’re trained in an area of knowledge of influence of your
preparation, and readiness will help you live long your choice. descriptor will remain
enough to see everything you want to see and do Skill: You’re trained in all actions that involve at least somewhat
everything you want to do. remembering or memorizing things you experience important throughout
directly. For example, instead of being good at your character’s life.
You probably have a dozen books and recalling details of geography that you read about
travelogues about the world on you at any time. in a book, you can remember a path through a
When not hitting the road and looking around, set of tunnels that you’ve explored before.
you spend your time with your nose in a book, Initial Link to the Starting Adventure: From the
learning everything you can about the place following list of options, choose how you became
you’re going so you know what to expect when involved in the first adventure.
you get there. 1. One of the other PCs asked your opinion of
the mission, knowing that if you thought it was a
You gain the following characteristics: good idea, it probably was.
Smart: +4 to your Intellect Pool. 2. You saw value in what the other PCs were doing.
Skill: You are eager to learn. You are trained 3. You believed that the task might lead to
in any task that involves learning something important and interesting discoveries.
new, whether you’re talking to a local to get 4. A colleague requested that you take part in
information or digging through old books to find the mission as a favor.
lore.
Skill: You have made a study of the world. You INTUITIVE
are trained in any task involving geography or
history. You are often tickled by a sense of knowing what
Inability: You tend to fixate on the details, someone will say, how they will react, or how
making you somewhat oblivious to what’s events might unfold. Maybe you have a mutant
going on around you. Any task to hear or notice sense, maybe you can see just a few moments
dangers around you is hindered. ahead through time, or maybe you’re just good
Inability: When you see something interesting, at reading people and extrapolating a situation.
you hesitate as you take in all the details. Whatever the case, many who look into your eyes
Initiative actions (to determine who goes first in immediately glance away, as if afraid of what you
combat) are hindered. might see in their expression.
Additional Equipment: You have three books
on whatever subjects you choose. You gain the following characteristics:
Initial Link to the Starting Adventure: From the Innate: +2 to your Intellect Pool.
following list of options, choose how you became Skill: You are trained in perception tasks.
involved in the first adventure. Know What to Do: You can act immediately,
1. One of the PCs approached you to learn even if it’s not your turn. Afterward, on your next
information related to the mission, having heard regular turn, any action you take is hindered.
you were an expert. You can do this one time, although the ability is
2. You have always wanted to see the place renewed each time you make a recovery roll.
where the other PCs are going. Initial Link to the Starting Adventure: From the
3. You were interested in what the other PCs following list of options, choose how you became
were up to and decided to go along with them. involved in the first adventure.
4. One of the PCs fascinates you, perhaps due 1. You just knew you had to come along.
to a special or weird ability they have. 2. You convinced one of the other PCs that
your intuition is invaluable.
3. You felt that something terrible would
happen if you didn’t go.
4. You’re confident the reason you arrived at
this point will soon become clear.