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Backer Archetypes: Luchador & Jungle Blessed

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100% found this document useful (1 vote)
252 views33 pages

Backer Archetypes: Luchador & Jungle Blessed

Uploaded by

kent.lawley
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Backer Archetypes

Name The Luchador Total XP

Stymied
-4
Race
Human Cosm Core Earth Unspent
Axioms: Magic Social Spirit Tech Clearance Level

-2
9 23 10 23 Alpha

Vulnerable
ATTRIBUTES & SKILLS Total

+4
Charisma Dexterity Mind Spirit Strength Movement Run Toughness Armor DEFENSES

+2
6 9 6 8 11 9 27 12 1 Dodge

10

KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 9 Melee Defense

Wound Tracker
Fire Combat Dex 9
Melee Weapons Dex +1 10 10

-3
Missile Weapons Dex +1 10
Unarmed Defense
Unarmed Combat Dex +3 12

-2
Interaction Skills Attribute Skill Adds Value 12

-1
Intimidation Spirit +2 10
Maneuver Dex +2 11
Taunt Cha +2 8
8
SHOCK
Trick Mind +2 8
Other Attribute Skill Adds Value 3
WOUNDS
Dodge Dex +1 10
Reality Spirit +2 10

EQUIPMENT
Item Axiom Notes
Delphi Survival Kit 23 Tent, stove, canteen
Mobile Phone 23 Apps include calculator and flashlight

PERKS
Perk Effect
Brawler Unarmed damage +2
Wrestler Grapples Favored, no –2 damage

ARMOR
Armor Axiom Adds Notes
Leather Vest 19 +1 Torso, Max Dex 12

WEAPONS
Weapon Axiom Damage Ammo Range Notes
Brass Knuckles (unarmed combat) 12 Str +1+2 (14) — — Small
Taser (missile weapons) 22 12 2 2/4/6 Painful, Stagger, Non-lethal
Unarmed (unarmed combat) — Str +2 (13) — — —

Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE LUCHADOR
By Scott Darley. Dedicated in loving memory to Jerry Darley, RIP 4/12/2018.
Overview New Perk: Wrestler
You’re a luchador, a masked wrestler. You can work • Category: Prowess
rudo, playing the “heel” and using dirty tricks, but • Prereq: At least two adds in unarmed combat.
you prefer técnico—wrestling clean, using flashy aerial
Grapple attacks are Favored, and do not incur the -2
maneuvers to amaze the crowd, and always setting a
damage penalty on a Standard success.
good example for the kids. Now the whole world’s on
the mat, about to tap out. Time to get into the ring.
Advancement Track (Optional)
□ (5 XP) Negation
Tactics
Once Grappled, foes are vulnerable, so shut down □ (7 XP) Realm Runner
your group’s toughest enemies. Look for Second Wind □ (1 XP) first aid +1
and Rally cards, and take breathers to Recover. In a
□ (2 XP) dodge +2
pinch, make do with improvised weapons like rocks,
chains, and steel folding chairs. □ (3 XP) maneuver +3
□ (3 XP) taunt +3
Moment of Crisis
You were headlining a charity wrestling event when □ (4 XP) unarmed
the Living Land’s reality swept over the Yucatan. You combat +4
helped the panicked crowd evacuate the crumbling
arena. During a desperate retreat back to Core Earth,
they needed you to be the hero you’d always portrayed.
It became more than a role when the edeinos arrived.
To prevent a massacre, you challenged their leader to
single combat, mano et mano. You won, and your band
of refugees escaped. You realized you could no longer
act like a hero anymore. You needed to be one.

Quote
“We took out your guys, jefe. Warm up’s over. You
ready for the main event?“

Description
You’re not used to sneaking around or dodging
bullets. It’s not how you did things back in the ring.
It scares you to face these dangers empty-handed, but
never let on how much. Always wear the mask, even
around teammates. Your dad did, even after retiring,
was even buried in it. You will be, too. Never break
character.

Agenda
Some call you mad for facing the invaders bare-
handed, but you’re not here to be a soldier. You’re
here to inspire. That means using the larger-than-life
persona you’ve created. You’re showing the public
that they, too, can resist gods, demons, and monsters,
even if they’re “only human.” Show them. Make them
believe they can win.

Names
Carlos, Jaime, Juanita, Marie / Silver Angel, Masked
Tiger, Flying Fox, The Whirlwind
Name The Jungle Blessed Total XP

Stymied
-4
Race
Human Cosm The Living Land Unspent

-2
Axioms: Magic 1 Social 7 Spirit 24 Tech 6 Clearance Level Alpha

Vulnerable
ATTRIBUTES & SKILLS Total

+4
Charisma Dexterity Mind Spirit Strength Movement Run Toughness Armor
DEFENSES

+2
8 8 7 9 8 8 24 8 0 Dodge

11

KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 8 Melee Defense

Wound Tracker
Fire Combat Dex 8
Melee Weapons Dex +2 10
11

-3
Missile Weapons Dex 8 Unarmed Defense
Unarmed Combat Dex +1 9

-2
Interaction Skills Attribute Skill Adds Value 10

-1
Intimidation Spirit +1 10
Maneuver Dex +1 9
Taunt Cha +1 9 9
SHOCK
Trick Mind 7
Other Attribute Skill Adds Value 3
WOUNDS
Dodge Dex +3 11
Faith Mind +3 12
Find Mind 7
EQUIPMENT
Persuasion Cha +1 9
Reality Spirit +1 10 Item Axiom Notes
Stealth Dex +1 9 Finicky Cat Food 2 Keeps sabretooth cats in the area happy
Survival Mind +1 8

PERKS
Perk Effect
Miracles Commune with animals, grasping vines,
and ward enemy
Jungle Blessed When not wearing armor, gain +1
unarmed damage and +1 melee/
unarmed defense (included). May test
ARMOR
Dexterity to escape being Restrained. Armor Axiom Adds Notes

WEAPONS
Weapon Axiom Damage Ammo Range Notes
Redthorn Whip (melee weapons) 6 Str +2 (10) — — Reach 2 meters, hits deal +1 Shock
Unarmed (unarmed combat) — Str +1 (9) — — —

Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE JUNGLE BLESSED
By Jessica Frost
Overview contest the grappler with Dexterity as a free action to
The Living Land has a wild spirit of its own, and when eliminate the condition.
you heard that call you embraced it. You gave up the
contrived protections of modern life—your roof, your Advancement Track (Optional)
weapons, and even the clothes off your back—and the □ (5 XP) Animal Companion: Sabretooth Cat
jungle itself now provides for you instead. □ (7 XP) Primitive Allure
□ (9 XP) Chosen of Lanala
Tactics
The grasping vines miracle is a great way to lock □ (2 XP) taunt +2
down opponents at a distance, or to escape from □ (3 XP) melee weapons +3
battle if things go badly. Your whip gives you extra
□ (4 XP) faith +4
reach—especially effective against a foe held in place
by vines! Be sure to taunt more “civilized” opponents
or edeinos to pick up Drama Cards or set them up for
a major fall.

Moment of Crisis
You nearly died when your house, garden, and cats
transformed into wild, lethal things. You crawled
through a thicket of your former roses to help your
now-feral cat escape a predator. As the thorns pierced
your flesh you felt pain, but you also felt alive in a new
way as the sensation echoed through you, Lanala, and
the land itself. When you emerged the thorns were
yours, a gift from the understanding Goddess.

Quote
“No, I am not cold. Now please stop asking.“

Description
Other Storm Knights may be uncomfortable with just
how much you’ve adapted to the primitive nature of
the Living Land, but you aren’t ashamed. Lanala’s
blessings cover you with protective vines and thorns.
You are passionate, open, and bold to a fault.

Agenda
You know first hand the pleasure of being involved in
nature and its battles rather than observing them from
a distance. Awaken others to what they are missing.

Names
Azalea, Heather, Ivy, Jungle Jess, Ms. Mandrake, Rose
Thorn, Venus

New Perk: Jungle Blessed


• Category: Savagery
• Prereq: At least two adds in faith.
While not wearing armor the character gains a +1
bonus to unarmed damge, melee weapons defense,
and unarmed combat defense. If Restrained she may
Name The Maintenance Operative Total XP

Stymied
-4
Race
Human Cosm Core Earth Unspent
Axioms: Magic Social Spirit Tech Clearance Level

-2
9 23 10 23 Alpha

Vulnerable
ATTRIBUTES & SKILLS Total

+4
Charisma Dexterity Mind Spirit Strength Movement Run Toughness Armor
DEFENSES

+2
7 9 8 7 9 9 27 10 1 Dodge

10

KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 9 Melee Defense

Wound Tracker
Fire Combat Dex +1 10
Melee Weapons Dex +1 10
10

-3
Missile Weapons Dex 9
Unarmed Defense
Unarmed Combat Dex +1 10

-2
Interaction Skills Attribute Skill Adds Value 10

-1
Intimidation Spirit 7
Maneuver Dex 9
Taunt Cha 7 7
SHOCK
Trick Mind +1 9
Other Attribute Skill Adds Value
3
WOUNDS
Air Vehicles Dex +1 10
Dodge Dex +1 10
Find Mind +2 10
Land Vehicles Dex +1 10 EQUIPMENT
Lockpicking Dext +1 10 Item Axiom Notes
Reality Spirit +2 9 Backpack 21 Contains random parts
Science Mind +2 10 Extra Magazines 22 50 rounds for 9mm
Stealth Mind +1 10 First Aid Kit 19 First Aid tests Favored
Survival Mind +1 9
Flashlight 20 Provides light
Multi-tool 22 Cutters, pliers, screwdriver in one
PERKS Spare Parts 23 Assorted wire, parts, and tools
Perk Effect
Mechanic Fix an item with 1 minute and science
Scavenger Find an item by expending a Cosm card
and rolling find. ARMOR
Armor Axiom Adds Notes
Leather Vest 22 +1 Torso, Max Dex 12

WEAPONS
Weapon Axiom Damage Ammo Range Notes
.Glock 9mm Pistol (fire combat) 23 13 15 10/20/40 —
Claw Hammer/Wrench (melee weapons) 22 Str +2 (11) — — Become Vulnerable on a miss
Unarmed (unarmed combat) — Str +0 (9) — — —

Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE MAINTENANCE OPERATIVE
By Brian Rothfuss
Overview New Perk: Scavenger
All your life you have had an uncanny gift for fixing • Category: Prowess
things. Anything that was just beyond saving became • Prereq: At least two adds in find
parts for other things that needed repairs. With your
To find a specific kind of item discard a Cosm card
unique skill set it didn’t take long for you to get recruited
and roll a find test. The DN is the value of the item. On
by the Delphi Council to be a part of Maintenance
a success gain the item, otherwise a similar item of the
Division.
Value rolled (GM’s call) is found.
Tactics Advancement Track (Optional)
While you are a capable fighter, you often find yourself
□ (5 XP) Realm Runner
looking at “outside of the box” solutions, using your
environment as your weapons against tough foes. Trick □ (7 XP) Smasher
and maneuver tests can be used to soften up those harder □ (9 XP) Adaptable
targets. Sometimes a well-placed handful of buckshot
□ (1 XP) first aid +1
thrown underfoot can be just the trick, or slamming a
car hood down on a unsuspecting Stormer’s hand. □ (1 XP) tracking +1
□ (2 XP) melee weapons +2
Moment of Crisis
Maybe you stayed in a flooding engine compartment □ (2 XP) survival +2
to try and fix a sinking boat full of people. Perhaps it □ (3 XP) science +3
was that time you fought your way to a garbage truck,
hotwired it, and blocked off an alleyway full of gospog.

Quote
“You want to help? How about you go over there and
stop breaking things!“

Description
The phrase “style over substance” makes about as
much sense to you as storing ice cream in the oven. You
are rugged from head to toe and your gear falls right in
line, adorned with the occasional paint drip, oil stain,
cut, tear or burn mark. You clean up nice if the situation
demands it, but truth is you are more comfortable in
jeans and a t-shirt with a crude joke on it than in a jacket
and slacks.

Agenda
Only Core Earth seems to make really good coffee, so
you give it your all to make sure that the Delphi Council
and your fellow Storm Knights have the resources and
means to drive the invaders away.

Names
Bob, Dale, Dawn, Gearhead, Katie, Mackenzie, Ned,
Short Fuse, Stephanie, Tom, Wendy, Wrench

New Perk: Mechanic


• Category: Prowess
• Prereq: At least two adds in science.
One minute and a science test repairs a damaged item—
or spend a Possibility to test after one Action.
Name The Delphi Pathfinder Total XP

Stymied
Race Cosm Unspent

-4
Human Core Earth

Axioms: Magic 9 Social 23 Spirit 10 Tech 23 Clearance Level Alpha

-2

Vulnerable
ATTRIBUTES & SKILLS Total

+4
Charisma Dexterity Mind Spirit Strength Movement Run Toughness Armor
DEFENSES

+2
8 9 8 8 7 9 27 7 0 Dodge

11

KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 9 Melee Defense

Wound Tracker
Fire Combat Dex +1 10
Melee Weapons Dex +2 11 11

-3
Missile Weapons Dex 9
Unarmed Defense
Unarmed Combat Dex 9

-2
Interaction Skills Attribute Skill Adds Value 9

-1
Intimidation Spirit 8
Maneuver Dex 9
Taunt Cha 8 8
SHOCK
Trick Mind +1 9
Other Attribute Skill Adds Value
3
WOUNDS
Dodge Dex +2 11
Find Mind +1 8
Land Vehicles Dex +1 11
EQUIPMENT
Reality Spirit +1 9
Item Axiom Notes
Stealth Dex +2 12
Backpack 21
Survival Mind +2 9
First Aid Kit 19 First Aid Favored
Tracking Mind +2 9
Lighter 18
Multi-tool 18 Cutters, pliers, screwdriver in one
Nylon Rope 22 10 meters
PERKS Silencer 21 –2 damage when attached
Perk Effect Walkie Talkie 21
Natural Leader Spend a Possibility to put 2 cards in
other character’s Action Pools.
Stalker Test stealth vs highest enemy find to
make villains Flat-Footed. ARMOR
Armor Axiom Adds Notes

WEAPONS
Weapon Axiom Damage Ammo Range Notes
.45 Colt Automatic Pistol (fire combat) 20 14 7 10/25/40 Damage 12 if Silencer used
Machete (melee weapons) 22 Str +2 (9) — — Survival tests Favored
Unarmed (unarmed combat) — Str +0 (7) — — —

Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE DELPHI PATHFINDER
By Eric Sigler
Overview present. On a success the character can’t be targeted if
When the Council sends assets into the invading the villains act first, and villains count as Flat-Footed
realities it is the Pathfinders that bear the responsibility if the heroes act first. A Good success retains the Flat-
of seeing them safely to their objective and back. Part Footed bonus regardless of who acts first, and an
tracker, part scout, your skills are what any successful Outstanding success allows the Stalker to attempt the
mission hinges upon. same test again on the second round!

Tactics Advancement Track (Optional)


You are always at the vanguard of any group so □ (5 XP) Prodigy
high marks in stealth is key. You prefer to avoid □ (7 XP) Grant Possibilities
combat situations if possible, but when necessary
□ (9 XP) Storm Caller
you prefer quick and quiet so melee combat should
not be overlooked. You travel light and prefer to be □ (2 XP) taunt +2
unencumbered by armor. Trick comes in handy when □ (3 XP) reality +3
it becomes necessary to throw off pursuit and keep
□ (4 XP) fire combat +4
pursuers off balance.

Moment of Crisis
When the Living Land washed over your campsite
you did your best to keep everyone calm. That is until
the freakiest looking lizard crashed through the brush
and attacked one of your fellow campers. You took
aim with a flare gun but nothing happened. The large
rock seemed to be quite effective though.

Quote
“Follow me if you want to live.“

Description
Even though you are currently working with the
Delphi Council your attire tends toward the functional
rather than a specific uniform. On mission or off you
prefer to blend in rather than stand out.

Agenda
The Pathfinder’s sole focus is to see their team through
to their mission objective and safely home. When not
actively on mission, the Pathfinder puts himself at risk
to see innocents behind the lines brought to safety
and will often volunteer whenever word of these
unfortunate souls reaches his ears.

Names
Al, California, Dan, Jim, Kit, Randal Paige, Ron,
Skipper, William

New Perk: Stalker


• Category: Prowess
• Prereq: At least two adds in stealth.
So long as he’s not surprised, the hero approaches
enemies quietly and from cover. When an encounter
begins, test stealth against the highest find of any foes
Name The Enthralling Ringleader Total XP

Stymied
-4
Race
Human Cosm The Living Land Unspent
Axioms: Magic Social Spirit Tech Clearance Level Alpha

-2
1 7 24 6

Vulnerable
ATTRIBUTES & SKILLS Total

+4
Charisma Dexterity Mind Spirit Strength Movement Run Toughness Armor
DEFENSES

+2
10 6 8 8 6 6 18 9 3 Dodge

KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 6 Melee Defense

Wound Tracker
Fire Combat Dex 7
Melee Weapons Dex +1 7 7

-3
Missile Weapons Dex +1 6
Unarmed Defense
Unarmed Combat Dex 6

-2
Interaction Skills Attribute Skill Adds Value 6

-1
Intimidation Spirit +2 10
Maneuver Dex 6
Taunt Cha +2 12 8
SHOCK
Trick Mind 8
Other Attribute Skill Adds Value
3
WOUNDS
Dodge Dex +2 8
Faith Spirit +1 9
Find Mind +1 9
EQUIPMENT
Persuasion Cha +3 13
Item Axiom Notes
Reality Spirit +2 10
Deeproot 2 Breathe underwater
Streetwise Cha +1 11
Steracalla Bulbs x2 2 Food, +2 to Healing tests for 1 day

PERKS
Perk Effect
Hypnotic Voice Persuasion vs willpower to slow or
control a character within 10 meters
Primitive Allure Pick one target Social 8–, defense is ARMOR
equal to persuasion until next turn
Armor Axiom Adds Notes

WEAPONS
Weapon Axiom Damage Ammo Range Notes
Bronze Machete (melee weapons) 6 Str +2 (8) — — —
Atlatl (missile weapons) 4 Str +2 (8) 1 10 / 40 / 80 5 short spears as reloads
Unarmed (unarmed combat) — Str +0 (6) — — —

Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE ENTHRALLING RINGLEADER
By Henry Moore
Overview to maintain control for another round. Any damage to
Your power is in your voice. You aren’t just persuasive, the target ends the effect, and only one target at a time
you have an allure so strong it’s essentially mind may be affected.
control. People can’t help but follow you, whether
you’re trying to lead or not. Names
Aaron, David, Doom Tongue, Ezekiel, Jim, Saint
Tactics George, The Witness
Before heading into the field make sure to use your
high persuasion to requisition something useful for Advancement Track (Optional)
the team—people have a hard time saying no to you! □ (5 XP) Helper
When the shooting starts stay out of the way. Your □ (7 XP) Rally
taunt is brutal, and probably more effective than your
□ (9 XP) Follower (requires Glory)
pistol unless the target is immune. Save your Hypnotic
Voice for a target that manages to reach you. □ (2 XP) dodge +2
□ (3 XP) reality +3
Moment of Crisis □ (4 XP) persuasion +4
You said “no.” There was no reason to think that
vicious lizardmen or crazed humans would listen, but
you said no to them anyway. And they stopped.

Quote
“Let me show you true strength.“

Description
Before the Living Land there was already something
about you—your eyes, your voice—something
different and compelling that drew others towards
you. After your transformation it was even more
obvious. You’re attractive, but not imposing. You
travel light because others provide anything you
might need. Smoldering rage occasionally slips
through your carefully maintained serenity.

Agenda
You want to build a following. Not just friends and
allies, but throngs of devoted worshipers who will do
anything for you.

New Perk: Hypnotic Voice


• Category: Savagery
• Prereq: Primative Allure, Charisma 10+, two or
more adds in persuasion.
Your quiet voice has spiritual power. You must speak
softly for the effect, so this power has only 10 meters of
range. The target must be able to hear and understand
you. Use an action and roll a contest between your
persuasion and the target’s willpower or Spirit. If you
win the target is Very Stymied and loses his next turn.
If you win with a Good margin you control the target’s
next action. An Outstanding win has the same effect
plus you may roll the contest again as a simple action
Name The Ruins Seeker Total XP

Stymied
-4
Race
Edesinos Cosm Living Land Unspent
Axioms: Magic Social Spirit Tech Clearance Level

-2
1 7 24 6 Alpha

Vulnerable
ATTRIBUTES & SKILLS Total

+4
Charisma Dexterity Mind Spirit Strength Movement Run Toughness Armor
DEFENSES

+2
6 9 9 9 7 9 36 10 1 Dodge

10

KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 9 Melee Defense

Wound Tracker
Fire Combat Dex 9
Melee Weapons Dex +2 11 10

-3
Missile Weapons Dex 9
Unarmed Defense
Unarmed Combat Dex +1 10

-2
Interaction Skills Attribute Skill Adds Value 11

-1
Intimidation Spirit 9
Maneuver Dex +1 10
Taunt Cha 6 8
SHOCK
Trick Mind +1 10
Other Attribute Skill Adds Value
3
WOUNDS
Dodge Dex +1 10
Find Mind +3 12
Faith Spirit +1 10
EQUIPMENT
Reality Spirit +3 12
Item Axiom Notes
Stealth Dex +1 10
Nylon Rope 22 10 meters
Survival Mind +1 10
Strange Bracer 20 Shield +1, maybe more if it were
Tracking Mind +1 10 figured out.
Sunglasses 20 Stylish.

PERKS
Perk Effect
Jungle Master Ignore movement penalties in jungle,
and survival and tracking are Favored.
Scavenger Find an item by expending a Cosm card
and rolling find.
ARMOR
Armor Axiom Adds Notes
Leather Vest 19 +1 Torso, Max Dex 12

WEAPONS
Weapon Axiom Damage Ammo Range Notes
Longsword (melee weapons) 14 Str +3 (10) — — —
Power Whip (melee weapons) 26 Str +3 (10) — — Deals +1 Shock, Reach 2 meters
Unarmed (unarmed combat) — Str +2 (11) — — —

Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE RUINS SEEKER
By Dave Haynes
Overview New Perk: Scavenger
You believe Lanala protects life from Baruk Kaah • Category: Prowess
by saving remnants of the Lost Worlds for her true • Prereq: At least two adds in find
followers to find. You seek to find these lost treasures
To find a specific kind of item discard a Cosm card
and use them against Baruk Kaah in this great battle
and roll a find test. The DN is the value of the item. On
of life versus death.
a success gain the item, otherwise a similar item of the
Value rolled (GM’s call) is found.
Tactics
Your high trick and maneuver make you quick on your
feet, both physically and mentally. People skills are
Advancement Track (Optional)
□ (5 XP) Situational Awareness
not your forte, but you can be pretty intimidating
when you need to be. You’re small for an edinos but □ (7 XP) Endurance
your hi-tech whip and (possibly magic) sword allow □ (9 XP) Hard to Kill
you to hit hard anyway. Save a Willpower card in case
□ (2 XP) dodge +2
you Disconnect—a somewhat common occurrence
running 4-Case contradictions as you do! □ (2 XP) maneuver +2
□ (2 XP) trick +2
Moment of Crisis
You volunteered to find a missing child from a □ (3 XP) melee
neighboring tribe. Tracking him led to your first weapons +3
Lost World, where you found the youngster being
threatened by an automaton of magic and steam.
Spears had no effect, but brandishing a jeweled sword
you found allowed you to defeat the guardian, save
the child, and transcend.

Quote
“No I don’t know what I am looking for, I am
making this up as I go.“

Description
Unique is how most people describe your appearance.
Your weapons, equipment, and clothes are a
hodgepodge from different Lost Worlds that
somehow seems to work for you. Your look is
always changing as you discover new places
and things Lanala has provided for you.

Agenda
You live to explore. Mostly you like to find the Lost
Worlds Lanala has provided, but you have discovered
marvelous places in other realms too.
Learning more about the items you’ve
found along the way is a bonus.

Names
Bos Banak, Dek Gunek, Dug, Galmak
Long Eye, Kark, Rok, Talan Karrak
Name The Apex Predator Total XP

Stymied
-4
Race
Edeinos Cosm Living Land Unspent
Axioms: Magic Social Spirit Tech Clearance Level Alpha

-2
1 7 24 6

Vulnerable
ATTRIBUTES & SKILLS Total

+4
Charisma Dexterity Spirit Strength Movement Run Toughness Armor
Mind DEFENSES

+2
5 9 7 7 12 9 27 13 1 Dodge

10

KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 9 Melee Defense

Wound Tracker
Fire Combat Dex 9
Melee Weapons Dex +2 11 11

-3
Missile Weapons Dex +2 11 Unarmed Defense
Unarmed Combat Dex +1 10

-2
Interaction Skills Attribute Skill Adds Value 10

-1
Intimidation Spirit 7
Maneuver Dex +1 10
Taunt Cha 5 7
SHOCK
Trick Mind 7
Other Attribute Skill Adds Value
3
WOUNDS
Dodge Dex +1 10
Reality Spirit +1 8
Stealth Dex +3 12
EQUIPMENT
Survival Mind +2 9
Item Axiom Notes
Tracking Mind +3 10
Totem 5 Bone carving of Lanala
Xanit Algae 2 Allows Chameleon Skin to work with
armor
Steracalla Bulbs x2 2 Food, +2 to Healing tests for 1 day

PERKS
Perk Effect
Outsider (Racial) –4 persuasion unless edeinos or jakatts
Chameleon Skin Stealth Favored, ranged attacks –2 after
Active Defense
Hunter of Lanala Test stealth vs find to act first, foes Flat- ARMOR
Footed, +1BD Good/+2BD Outstanding
Armor Axiom Adds Notes
Bone and Hide Armor 3 +1 Torso

WEAPONS
Weapon Axiom Damage Ammo Range Notes
Bite/Claws (unarmed combat) — Str +2 (14) — — —
Hrockt Shoot Spear x2 (melee weapons) 3 Str +2 (14) 1 10 / 20 / 40 Throw with missile weapons

Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE APEX PREDATOR
By John Watson
Overview Hunter of Lanala
Under the guidance of their priests, many edeinos take • Cosm: The Living Land
up arms to hunt massive predators for nourishment • Prereq: Chameleon Skin, two or more adds in
for their tribes, thus strengthening the circle of life. stealth.
You were one of the hunters who first descended
Lanala represents the circle of life, and she gives you
on the maelstrom bridge to Earth. There, you found
her blessing in the hunt. When an encounter begins
many worthy prey in this new reality. However, many
test stealth opposed by all foes’ find. If you succeed you
in the Living Land did not hunt in accordance with
act before the villains, and they count as Flat-Footed
Keta Kalles, the way of the goddess. So, you chose a
during your action. On a Good success add +1 BD to
different path.
the results of your attack that action, or +2 BD on an
Outstanding result.
Tactics
You’re more powerful than most Edeinos and certainly
most humans. With your hrockt shoot spear in hand
Names
Blood Hunter, Broken Tusk, Cathuul,
prey succumbs to you quickly. Your stealth skill
Gurthaa, Nightstalker, Orskak, Running
boosted by your Chameleon Skin perk can be useful
Fury, and Zuukul.
to take foes by surprise. With a high toughness and
other defenses, the front line of combat is where you
Advancement Track (Optional)
typically belong. If you chose to throw your hrockt
□ (5 XP) Skin Shifter
shoot spear, you must rely on your natural weapons
(claws and bite) until you can reclaim it. □ (7 XP) Hardy
□ (9 XP) Star Eyes
Moment of Crisis □ (2 XP) reality +2
A true hunter understand that prey should be used
to nourish and support his tribe, thus the cycle of □ (3 XP) melee weapons +3
life is supported and Lanala is honored. Many who □ (4 XP) stealth +4
followed Baruk Kaah down the maelstrom bridge,
hunted and killed without care for the consequences.
They did not care that this was not in the true spirt
of Lanala. The true spirit of the hunt. You realized
that this was wrong and during this discovery you
began to transcend into something greater.

Quote
“If it bleeds, we can kill it.“

Description
You wear the mask of prey, and
adorn yourself with braids in honor
of those you have hunted that have
given nourishment to you, your
people, life and Lanala.

Agenda
You live for the thrill of the hunt. While
killing is glorious, you understand
that to kill purely for sport is to shame
Lanala. The Apex Predator hunts
all other predators.
Name The Star Ninja Total XP

Stymied
-4
Race
Stalenger Cosm Living Land Unspent
Axioms: Magic Social Spirit Tech Clearance Level

-2
1 7 24 6 Alpha

Vulnerable
ATTRIBUTES & SKILLS Total

+4
Charisma Dexterity Mind Spirit Strength Movement Run Toughness Armor
DEFENSES

+2
6 8 6 10 10 8 — 10 0 Dodge

10

KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 8 Melee Defense

Wound Tracker
Fire Combat Dex 8
Melee Weapons Dex 8 8

-3
Missile Weapons Dex +1 9
Unarmed Defense
Unarmed Combat Dex +3 11

-2
Interaction Skills Attribute Skill Adds Value 11

-1
Intimidation Spirit +1 11
Maneuver Dex 8
Taunt Cha 6 10
SHOCK
Trick Mind +1 7
Other Attribute Skill Adds Value
3
WOUNDS
Lockpicking Dex +1 9
Dodge Dex +2 10
Find Mind +1 7
EQUIPMENT
Reality Spirit +2 12
Item Axiom Notes
Stealth Dex +3 11
Steracalla Bulbs x2 2 Food, +2 to Healing tests for 1 day
Survival Mind +1 7
Reed Flute 3

PERKS
Perk Effect
Gas Bladder Movement is Flight, no Run is possible
Extreme Outsider –6 to persuasion and streetwise against
non-Stalengers ARMOR
Brawler +2 Damage with unarmed attacks Armor Axiom Adds Notes
Camouflage Chinoderm Stealth Favored, may use stealth result
for one human sized ally

WEAPONS
Weapon Axiom Damage Ammo Range Notes
Rock Bolos (5) (missile weapons) 15 Str +1 (11) — 10 / 20 / 30 May be used to grapple
Unarmed (unarmed combat) — Str +2 (12) — — —

Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE STAR NINJA
By Hibiki Hanui
Overview persist. You don’t just fight, you also try to entertain
The edeinos conquered many worlds. Only a handful and inspire.
of stalengers survivied Baruk Kaah’s campaign, so
your people seem destined to follow the Ustannah Names
into extinction. But while you still live, the stalengers Cthanthkluk, “Frank”, Glurgle, Mweep, Pfortbras,
remain alive. There was no such thing as a warrior in “Sasuke” Shuth, Weaugh
your culture, but you’re learning to adapt your own
special abilities to fight the High Lords. Before all this New Perk: Camouflage Chinoderm
you were an entertainer, with a talent for mimicking • Category: Stalenger
sound and movements. • Prereq: At least two adds in stealth
The stalenger’s skin color and pigment shifts at will.
Tactics Stealth tests are Favored. Limbs may wrap around and
You have adopted the shadowy ways spoken of by conceal a human or similar sized object, granting it the
some humans. You’re slow but silent, and your ability same stealth total so long as both remain in place.
to fly can be a surprisingly potent advantage. Use
interaction attacks against distant foes, and once close Advancement Track (Optional)
grapple for the best results. □ (5 XP) Stalker (see Delphi Pathfinder)

Moment of Crisis □ (7 XP) Dancing Collocytes


Until the Night of Many Stabs you were content to □ (9 XP) Relentless
float along with your fellows a s □ (2 XP) taunt +2
the air-currents blew you.
When fighting broke out □ (3 XP) reality +3
with the edeinos you □ (4 XP) fire combat +4
saved those you could,
and in that moment
you became something
extraordinary.

Quote
“Ninjaaa Vanish!“

Description
You are a large, five armed,
floating starfish with
dangling appendages,
and you creep people
out. It helps that
you can mimic their
strange, touch-less
speech by blowing lifting gas from
your maw, but your “voice” is high
pitched and inhuman. You are mildly
obsessed with human culture, especially the tales of
the shadowy, mystical assassins you model yourself
after.

Agenda
Your main goal is to be remembered, both my the
edeinos and the humans they are attempting to
conquer. The end of the stalengers is inevitable, but
through your deeds the memory of your race may
Name The Lost One Total XP

Stymied
-4
Race
Edeinos Cosm Living Land Unspent
Axioms: Magic Social Spirit Tech Clearance Level

-2
1 7 24 6 Alpha

Vulnerable
ATTRIBUTES & SKILLS Total

+4
Charisma Dexterity Spirit Strength Movement Run Toughness Armor
Mind DEFENSES

+2
6 9 8 8 9 9 27 10 1 Dodge

10

KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 9 Melee Defense

Wound Tracker
Fire Combat Dex 9
Melee Weapons Dex +2 11 11

-3
Missile Weapons Dex +1 10
Unarmed Defense
Unarmed Combat Dex +2 11

-2
Interaction Skills Attribute Skill Adds Value 11

-1
Intimidation Spirit 8
Maneuver Dex +1 10
Taunt Cha +1 7 8
SHOCK
Trick Mind +1 9
Other Attribute Skill Adds Value
3
WOUNDS
Dodge Dex +1 10
Faith Spirit +2 10
Find Mind +3 11
EQUIPMENT
Reality Spirit +1 9
Item Axiom Notes
Survival Mind +1 9
Tribal Markings 2
Trading Gems 1 Value 10
Steracalla Bulbs x2 2 Food, +2 to Healing tests for 1 day
Hrockt-shoot Shield 3 +2 Shield
Bronze Machete 6 Str+2 Damage, backup weapon
PERKS
Perk Effect
Fortified by Faith Use Faith to test vs Fear
Outsider (Racial) –4 persuasion against any target
Star Eyed Ignore 4 points of Darkness penalties
ARMOR
Armor Axiom Adds Notes
Bone and Hide Armor 3 +1 Torso

WEAPONS
Weapon Axiom Damage Ammo Range Notes
Hrockt-root Club (melee combat) 2 Str +1 (10) — Foe Stymied on a hit
Rock Bolos (2) (missile weapons) 3 Str+1 (10) — 10 / 20 / 30 May be used to grapple
Bite/Claws (unarmed combat) — Str +0 (9) — — —

Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE LOST ONE
By John Ellison
Overview Agenda
Edeinos Lost Ones feel a compulsive curiosity about You have a destiny, and the path to it leads through
the lost worlds that appear throughout the Living other realms and worlds. You don’t completely
Land. They are convinced that Lanala is manifesting understand it, but you are committed to following the
these wonders to reveal some hidden truth the “lost path” until it brings you face-to-face with Lanala
Jakatts must understand if Takta Ker is to survive and your true purpose.
the Possibility Wars. Whether the sound of wind in
the hrockt shoot groves, the musky scent of a prey’s Names
fear, the prismatic aura of light in a waterfall’s mist, Chorr Tseth, Cloudeyes, Far Gazer, Kor Tathlis, Path
or some other intense experience—most seekers can Treader, Rec Kindar, Scar Heels, Zz’Nahk
clearly identify the moment when they felt drawn to
the “lost path.” Advancement Track (Optional)
□ (5 XP) Jungle Master
Tactics □ (7 XP) Situational Awareness
Should an encounter come to blows, you trust your
hrockt-root club to stagger your opponents, and □ (2 XP) missile weapons +2
depend on your hrockt-shoot shield along with your □ (2 XP) dodge +2
bone-and-hide armor to lessen the effectiveness of □ (2 XP) reality +2
your opponents’ blows. Your Star Eyes give you a
further advantage against some opponents. If you □ (3 XP) faith +3
are able to choose the timing of an attack, play to this □ (3 XP) melee
advantage by choosing lighting conditions such as weapons +3
dusk, predawn, or night.
□ (4 XP) find +4
Moment of Crisis
You, like thousands of other edeinos in Kaah’s invasion
force, were simply part of the attack for the good of
your village. You were among the first throngs down
the maelstrom bridge in the Western Living Land and
found yourself involved in the pursuit of human forces
through the transformed lands beyond Sacramento.
The humans eventually chose to stand their ground
against your group in the ruins of a lost world. The
humans were ripped apart by the metallic claws of a
silver sentinel guarding the realm. You were mortally
wounded covering your warband’s escape, but awoke
alive (and scarred) days later in the jungle with no
memory of how you got there.

Quote
“If I am not willing to die for what I seek, then I am
not fit to live.“

Description
Your scar—obviously from a wound that should have
been lethal—marks you as a survivor. Your armor
showcases and irritates your wound, reminding you
that you live for a purpose. You can be
stubborn and fearless in your journey
along the “lost path” but you are not
single-minded. You recognize that allies
on the path may be humans like your contacts
in the Delphi Council.
Name The Young Survivor Total XP

Stymied
-4
Race
Human Cosm Core Earth Unspent
Axioms: Magic Social Spirit Tech Clearance Level

-2
9 23 10 23 Alpha

Vulnerable
ATTRIBUTES & SKILLS Total

+4
Charisma Dexterity Mind Spirit Strength Movement Run Toughness Armor
DEFENSES

+2
7 10 9 7 7 10 30 8 1 Dodge

11

KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 10 Melee Defense

Wound Tracker
Fire Combat Dex 10
Melee Weapons Dex +1 11 11

-3
Missile Weapons Dex +2 12
Unarmed Defense
Unarmed Combat Dex 10

-2
Interaction Skills Attribute Skill Adds Value 10

-1
Intimidation Spirit 7
Maneuver Dex +1 11
Taunt Cha 7 7
SHOCK
Trick Mind +2 11
Other Attribute Skill Adds Value
3
WOUNDS
Dodge Dex +1 11
Find Mind +1 10
First Aid Mind +1 10
EQUIPMENT
Reality Spirit +2 9
Item Axiom Notes
Stealth Dex +2 12
Backpack 8 —
Survival Mind +2 11
Quiver 7 Holds 20 Arrows
Tracking Mind +1 10
Mobile Phone 23 Battery long dead
Multi-tool 22 Cutters, pliers, screwdriver in one
Nylon Rope 22 10 meters
PERKS Trading Gem 1 Value Level 10
Perk Effect
Situational Awareness Play two cards into other player’s Action
Pools
Prodigy Start with +1 Possibility ARMOR
Armor Axiom Adds Notes

Leather 8 +1 Max Dex 10

WEAPONS
Weapon Axiom Damage Ammo Range Notes
Machete (melee weapons) 22 Str +2 (9) — — Survival test Favored
Compound Bow (missile weapons) 22 13 1 20 / 40 / 80 —
Unarmed (unarmed combat) — Str +2 (11) — — —

Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE YOUNG SURVIVOR
By Micah Schloesser
Overview of your missing family, and always try to help others
You were in High School when the High Lords turned who are similarly searching.
the world upside-down. You were separated from
your family and forced to fend for yourself to survive. Names
Many around you perished or transformed, but you Blake Marsh, Dean, Keith, Noah, Robin, Sam, Terry,
were too stubborn to give in. Now you use your hard- Will
won survival skills to help others.
Advancement Track (Optional)
Tactics □ (5 XP) Sniper
You’re no match for dinosaurs and monsters up close, □ (7 XP) Trademark Weapon (Compound Bow)
and you know it. Stay quiet and keep your distance,
□ (2 XP) dodge +2
and let your trusty compound bow do most of the
work. If something gets close back off—it’s worth the □ (2 XP) find +2
Vulnerable condition. You’re quick and clever, so use □ (2 XP) first aid +2
maneuver and trick to your advantage against stronger
□ (3 XP) reality +3
foes or when you’re cut off by a large group.
□ (3 XP) missile
Moment of Crisis weapons +3
Like most survivors in the Living Land, you found
□ (3 XP) stealth +3
yourself part of a makeshift community. The Law of
Savagery affects some more than others, and it wasn’t □ (3 XP) trick +3
long before another group of humans came through
demanding weapons, supplies, and compliance. It
would have been easier to go along, but not right,
and so you made a stand to protect the people
around you. Since that day you’ve been sharper,
stronger, and more confident in your growing
abilities.

Quote
“This isn’t a game, people could get hurt!“

Description
You’re still growing, and lost weight learning to survive
so you’re still on the awkward and skinny side. Your
hair is short and a bit uneven because you’ve learned
to cut it yourself. Everything you carry has a purpose,
and is either battered, scavenged, or home-made. You
wear a serious expression for someone your age, and
you can be a bit of a worrier—not as much for yourself
but for those around you who haven’t learned the
same hard lessons you have.

Agenda
You want to grow up, and you need to be alive
to do that. You think everyone should have that
same chance, so you strive to keep your friends and
innocents from danger—especially anyone younger
than you. You know that if the High Lords aren’t
defeated somehow everyone is doomed, so you can’t
sit by and do nothing. You’re also on the alert for signs
Name The Ground Sloth Total XP

Stymied
-4
Race
Ground Sloth Cosm Living Land Unspent
Axioms: Magic Social Spirit Tech Clearance Level

-2
1 7 24 6 Alpha

Vulnerable
ATTRIBUTES & SKILLS Total

+4
Charisma Dexterity Mind Spirit Strength Movement Run Toughness Armor
DEFENSES

+2
6 5 6 10 13 5 — 15 2 Dodge

KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 10 Melee Defense

Wound Tracker
Fire Combat Dex 10
Melee Weapons Dex +1 6 6

-3
Missile Weapons Dex +1 6
Unarmed Defense
Unarmed Combat Dex +3 8

-2
Interaction Skills Attribute Skill Adds Value 8

-1
Intimidation Spirit 10 10
Maneuver Dex 5 5
Taunt Cha 6 6 10
SHOCK
Trick Mind 6 6
Other Attribute Skill Adds Value
3
WOUNDS
Dodge Dex +2 7
Faith Spirit +2 12
Find Mind +2 8
EQUIPMENT
Persuasion Cha +1 7
Item Axiom Notes
Reality Spirit +2 12
Xanit Algae 1 No effect
Stealth Dex +1 7
Survival Mind +1 7

PERKS
Perk Effect
Alien Values May only have one item of equipment
Armor Thick fur provides +2 Armor
Claws Str+2 Damage
Large Attacks vs you are +2 (offset by aura) ARMOR
Slow No Run, –4 in any foot chase Armor Axiom Adds Notes
Distorting Aura Anything within 2 meters is Stymied None
Miracles Gain bless, soothe, and ward enemy

WEAPONS
Weapon Axiom Damage Ammo Range Notes
Bite/Claws (unarmed combat) — Str +2 (15) — — —

Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE GROUND SLOTH
By Nicole Aaron, and dedicated with love to her memory.
Overview New Perk: Distortion Aura
Baruk Kaah conquered many worlds before arriving • Category: Ground Sloth
on Earth, and you are a survivor on one such realm. • Prereq: Maximum Dexterity 5
You escaped through a “Lost World” portal, and hope
Lanala grants gifts to those who slow down and take
others of your kind managed the same feat. You are
their time. Everything within 2 meters of the Ground
slow, massive, and very strong, with a peaceful nature
Sloth is Stymied. Attacks against the creature at range
that belies the natural weapons you were born with.
suffer a similar –2 penalty when passing through the
aura.
Tactics
You are slow, so you’ll need to plan ahead and try to
make the action come to you. Once roused to action
Advancement Track (Optional)
□ (5 XP) Jungle Master
you deal devastating damage with your large claws.
You’re tough enough to ignore small weapons, but if □ (7 XP) Relentless
faced with something bigger be prepared to close the □ (9 XP) Spirit Bane
distance or find cover. Interaction attacks just aren’t
□ (2 XP) stealth +2
your thing. You can intimidate in a pinch, but you are
extremely vulnerable to maneuver. If forced to engage □ (3 XP) dodge +3
at range, look for something to throw with missile □ (4 XP) unarmed
weapons.
combat +4
Moment of Crisis
Shortly after you arrived on Earth you befriended a
group of human survivors. When the predators came
for them you could have hidden or climbed away as
you had before, but this time you turned and attacked
to protect your newfound friends. At that moment
you realized your own potential, and how you might
use it to help others.

Quote
“I am what Lanala made me, nothing more or less.“

Description
You’re huge, standing nearly 3 meters tall, and covered
with thick fur and algae. You’d be terrifying thanks to
your long, vicious claws if it wasn’t for your sweet,
smiling face. Even when you’re angry it looks like
you’re chuckling at some private joke. You don’t mean
to be cryptic when you speak, but you can’t seem to
help it.

Agenda
You want to find the ultimate gift for Lanala. You
believe she is responsible for the Wonders that saved
you and—you hope—your people. She doesn’t seem
to want your lovely algae, so maybe working with the
Delphi Council will lead you to something better.

Names
Eennoo, Ffeern, Lleeng, Mmuurl, Sshoon, Sshuurm,
Vviiyoe
Name The Sunwing Ace Total XP

Stymied
-4
Race
Edeinos Cosm Core Earth Unspent
Axioms: Magic Social Spirit Tech Clearance Level

-2
9 23 10 23 Alpha

Vulnerable
ATTRIBUTES & SKILLS Total

+4
Charisma Dexterity Mind Spirit Strength Movement Run Toughness Armor
DEFENSES

+2
6 12 6 9 7 12 48 7 0 Dodge

15

KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 12 Melee Defense

Wound Tracker
Fire Combat Dex 12
Melee Weapons Dex 12
12

-3
Missile Weapons Dex +2 14
Unarmed Defense
Unarmed Combat Dex +2 14

-2
Interaction Skills Attribute Skill Adds Value 14

-1
Intimidation Spirit 9
Maneuver Dex +2 14
Taunt Cha +1 7 9
SHOCK
Trick Mind 6
Other Attribute Skill Adds Value
3
WOUNDS
Dodge Dex +3 15
Find Mind +2 8
Faith Spirit +1 11
EQUIPMENT
Streetwise Cha +1 7
Item Axiom Notes
Reality Spirit +1 10
Handsfree Comms 23
Stealth Dex +1 13
Mobile Phone 23
Survival Mind +1 7

PERKS
Perk Effect
Heliopteryx Gain Flight speed, no passengers or
items with Min Str
Outsider (Racial) –4 persuasion against any target ARMOR
Sprinter x4 Run and +2 on foot chases Armor Axiom Adds Notes

WEAPONS
Weapon Axiom Damage Ammo Range Notes
Frag Grenades (x3) (missile weapons) 20 (14) 1 10 / 20 / 30 Medium Burst
Bite/Claws (unarmed combat) — Str +2 (9) — —

Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE SUNWING ACE
By William Straight
Overview New Perk: Heliopteryx
You’re from the Sunwing Clan, slender pterodactyloids • Category: Edeinos
with a lightweight body, long limbs, hollow bones, • Prereq: Dexterity 10+
and one elongated finger on each hand attached to a
One of the rarest adaptations for edeinos are the
thin expanse of skin that serves as a wing. On Core
wings found among the heliopteryx—so rare that
Earth you soared high enough to leave the Living
some believe they are a separate species entirely.
Land’s axioms and found yourself changed by the
Heliopteryx use their arms to glide and even fly so
vast, clear blue sky there.
long as they aren’t carrying anything with a Minimum
Strength requirement. They may “run” at triple move
Tactics
as usual and use claws while flying, but they may not
You can’t take heavy hits, so stay on the move and
use weapons or items that require hands.
keep your distance to let your huge dodge do its work.
Use a Defend action if it’s Approved—you’re almost
certain to be missed. It’s usually worth “rushing” for
Advancement Track (Optional)
□ (5 XP) Prodigy
the extra speed and taking a –2 to your attack. Use
claws on lower Toughness foes and maneuver to soften □ (7 XP) Grant Possibilities
up everything else. Save your grenades for when □ (9 XP) Storm Caller
they’ll have the biggest impact.
□ (2 XP) taunt +2
Moment of Crisis □ (3 XP) reality +3
You were on a night scouting mission looking for sites □ (4 XP) fire combat +4
to plant stelae to extend the Living Land when fate
interceded. You saw two large humans attacking a
smaller one and you swooped in to stop them without
even thinking about it. In that moment you didn’t just
transform, you transcended, and whole new skies
opened up to you.

Quote
“No, I will not be your mount. That’s...
insulting.“

Description
The Sunwing clan tends to be colorful, and you’re
no exception. You embrace bright nylon fabrics that
accentuate your own vivid patterning, modern flight
gear, and scarves—because scarves are just cool.
You’re quite taken with smart phones, especially
social media when you’re able to connect. You have a
cheerful disposition that tends to be contagious.

Agenda
You want to expand horizons, literally. You’re still
devoted to Lanala, but believe to truly offer her new
sensations is to expand her influence beyond the
Living Land. This means battling Baruk Kaah and the
other High Lords, who would make all realms the
same.

Names
Brightwing, Gronk, Pac Gakull, K’kaww, Sky Slasher,
Sun Seeker, Zz’trak
Name The Hallowed Gardener Total XP

Stymied
-4
Race
Human Cosm Living Land Unspent
Axioms: Magic Social Spirit Tech Clearance Level

-2
1 7 24 6 Alpha

Vulnerable
ATTRIBUTES & SKILLS Total

+4
Charisma Dexterity Mind Spirit Strength Movement Run Toughness Armor
DEFENSES

+2
7 9 7 9 8 9 27 8 0 Dodge

11

KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 9 Melee Defense

Wound Tracker
Fire Combat Dex 9
Melee Weapons Dex +2 11 11

-3
Missile Weapons Dex 9
Unarmed Defense
Unarmed Combat Dex 9

-2
Interaction Skills Attribute Skill Adds Value 9

-1
Intimidation Spirit +1 10
Maneuver Dex 9
Taunt Cha +1 8 9
SHOCK
Trick Mind 7
Other Attribute Skill Adds Value
3
WOUNDS
Dodge Dex +2 11
Faith Spirit +3 12
Find Mind +1 8
EQUIPMENT
Persuasion Cha +1 8
Item Axiom Notes
Reality Spirit +1 10
Holy Symbol 14 Cross
Scholar Mind +1 8
Steracalla Bulbs x2 2 Food, +2 to Healing tests for 1 day
Stealth Dex +1 10
Torch 2 Provides light
Survival Mind +2 9

PERKS
Perk Effect
Holy Reaper Gain +1BD against plants in melee
Miracles Gain Bless, Soothe, and Ward Enemy

ARMOR
Armor Axiom Adds Notes

WEAPONS
Weapon Axiom Damage Ammo Range Notes
Staff (melee weapons) 1 Str +2 (10) ­— — —
Unarmed (unarmed combat) — Str +0 (8) — — —

Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE HALLOWED GARDENER
By Michael Kanaris
Overview Names
The Living Land is paradise, or it would be if not for the Abigail, Delilah, Genevieve, Hannah, Judith, Lydia,
children of the Serpent infesting it. Eden is restored, it Priscilla, Rebekah, Tabitha
just needs a few gardeners to trim the rougher edges.
Advancement Track (Optional)
Tactics □ (5 XP) Fortified by Faith
When combat starts, Bless your own strength to get □ (7 XP) Spirit Bane
more damage out of your staff. Stay close to allied
melee combatants so you can get the most out of □ (9 XP) Survivor
soothe. If there are gospog or carnivorous plants □ (2 XP) persuasion +2
present those are your priority thanks to the extra □ (3 XP) melee weapons +3
damage generated by Holy Reaper. Use taunt and
intimidate interactions when they’re approved to fill □ (4 XP) faith +4
out your Destiny hand.

Moment of Crisis
The New Eden Church began in Core Earth, after word
and images of the Living Land began to spread to the
rest of the world. The tales of miracles and faith there
drew people waiting for a sign—people like you. You
entered the Living Land by choice, preaching to those
dominated by the whispers of Lanala and shaping the
jungle where ever you walked. Your transcendence
was waiting for you the moment you pruned your
first branch.

Quote
“It’s time to do a little reaping.“

Description
You are at one with the nature that you tend. You wear
wreaths of jungle flowers, make your weapons from
the branches of trees, and wear simple robes based on
the ancient patterns monks have used for centuries.
What draws people to you is your serene countenance.
and the fact that you are righteous without slipping
into becoming self-righteous.

Agenda
You don’t want to send the Living Land away, you
want to free it from the grip of Baruk Kaah and his
edeinos minions. You don’t necessarily hate Lanala or
her servants, but they and the other High Lords need
to go if the new Eden is ever to find peace.

New Perk: Holy Reaper


• Category: Faith
• Prereq: Two or more adds in faith and survival
Any melee weapon or unarmed attack you make
against a plant gains +1BD of damage. This applies to
all plantings of gospog as well!
Name The Inspiring DJ Total XP

Stymied
-4
Race
Human Cosm Core Earth Unspent

-2
Axioms: Magic 9 Social 23 Spirit 10 Tech 23 Clearance Level Alpha

Vulnerable
ATTRIBUTES & SKILLS Total

+4
Charisma Dexterity Mind Spirit Strength Movement Run Toughness Armor
DEFENSES

+2
8 7 8 9 7 7 21 10 3 Dodge

KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 7 Melee Defense

Wound Tracker
Fire Combat Dex +1 8
Melee Weapons Dex +1 8
8

-3
Missile Weapons Dex 7
Unarmed Defense
Unarmed Combat Dex 7

-2
Interaction Skills Attribute Skill Adds Value 7

-1
Intimidation Spirit 9
Maneuver Dex +1 8
Taunt Cha +2 10 11
SHOCK
Trick Mind +1 9
Other Attribute Skill Adds Value
3
WOUNDS
Dodge Dex +1 8
Find Mind +1 9
First Aid Mind +1 9
EQUIPMENT
Land Vehicles Dex +1 8
Item Axiom Notes
Persuasion Cha +2 10
Mobile Phone 23 Includes music apps
Profession: Music Mind +1 9
Portable Speaker 23
Reality Spirit +1 10
Headphones 23
Streetwise Cha +1 9

PERKS
Perk Effect
Grant Possibilities You may spend your Possibilities on
behalf of another player when they test
or Soak.
ARMOR
Bring the Beats Test reality at start of encounter, and flip Armor Axiom Adds Notes
a Drama card once per success Stab Vest 23 +3 Torso

WEAPONS
Weapon Axiom Damage Ammo Range Notes
Machete (melee weapons) 20 Str +2 (9) — — Survival Favored
Remington 870 22 14 7 10 / 20 / 30 Shotgun
Unarmed (unarmed combat) — Str +0 (6) — — —

Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE INSPIRING DJ
By Michael Dymond, dedicated to Christopher Shawn Smith
Overview Names
You’ve been through some tough times, but that just Big Tomorrow, Cosmaster, DJ Knowledge, InfiniVerz,
prepared you for when the Storm finally came. You’re MC Yoda
a new kind of warrior in a world where reality bends
to the strong willed and hope is a literal weapon. Advancement Track (Optional)
Music is your medium, and when you spin everyone □ (5 XP) Prodigy
dances to your beat. □ (7 XP) Natural Leader
Tactics □ (9 XP) Bolster
Don’t be afraid to spend a Possibility to boost your □ (2 XP) fire combat +2
test for Bring the Beats, especially if it’s a large or □ (2 XP) melee weapons +2
Dramatic encounter. Stock up on Willpower in case
you need to Reconnect, since if the speaker dies so □ (2 XP) reality +2
does your deck control. Let others take the front at □ (4 XP) taunt +3
first, and help them out with taunt or whatever the
current Approved interaction is—you’re pretty good
at all of them! Save the shotgun for foes that try to get
in your face to try stopping the music.

Moment of Crisis
You were working a club when the invasion came and
the lights went out. Your first thought was to get others
out of there safely, and you ended up badly wounded
in the process—but transformed in the wake of your
heroic actions.

Quote
“All your bass are belong to us.”

Description
You’re a big guy with a heart of gold—half street, half
nerd, and all survivor. More than your look, people
know you by your sound, and you always have
something appropriate to crank up for the situation.
You have a big smile and an easy attitude for those
who earn it.

Agenda
Underneath the bluster, you’re here to help out your
friends. Stopping the High Lords is important, but
agendas pale beside keeping the people near you alive
and inspired.

New Perk: Bring the Beats


• Category: Social
• Prereq: Two or more adds in persuasion
Using this Perk requires a method of playing music. At
the beginning of each encounter test reality. A success
grants one card flip (see below), a Good success two,
and Outstanding provides three. Each time a Drama
card is revealed, the character may use one of the
generated flips to turn over a new Drama card.
Name The Edeinos Eidolon Total XP

Stymied
-4
Race
Edeinos Cosm The Living Land Unspent
Axioms: Magic Social Spirit Tech Clearance Level

-2
1 7 24 6 Alpha

ATTRIBUTES & SKILLS

Vulnerable
Total

+4
Charisma Dexterity Mind Spirit Strength Movement Run Toughness Armor
DEFENSES

+2
8 8 5 9 10 8 24 11 1 Dodge

10

KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 8 Melee Defense

Wound Tracker
Fire Combat Dex 8
Melee Weapons Dex +3 11 11

-3
Missile Weapons Dex +1 9
Unarmed Defense
Unarmed Combat Dex +1 9

-2
Interaction Skills Attribute Skill Adds Value 9

-1
Intimidation Spirit +1 10
Maneuver Dex 8
Taunt Cha +1 9 9
SHOCK
Trick Mind 5
Other Attribute Skill Adds Value
3
WOUNDS
Dodge Dex +2 10
Beast Riding Dex +1 11
Willpower Spirit +1 13
EQUIPMENT
Persuasion Cha +3 9
Item Axiom Notes
Reality Spirit +1 10
Totem 5 Bone carving of Lanala
Survival Mind +1 11
Tribal Markings 4 Unique new clan

PERKS
Perk Effect
Relentless Spend 3 Shock for +1BD on All-Out
Attack
Natural Leader 1 Possibility to add 2 cards from your ARMOR
hand to another player’s Action Pool.
Armor Axiom Adds Notes
Bone and Hide Armor 3 +1 Torso

WEAPONS
Weapon Axiom Damage Ammo Range Notes
Claw Blade (melee weapons) 3 Str+3 (13) 15 10/25/40 —
Bite/Claws (unarmed combat) — Str+2(12) — — —

Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE EDEINOS EIDOLON
By Ron Egan
Overview is. Your top priority is playing a Glory card so tales of
You were made to lead—to bring together a tribe of your deeds begin to spread and attract new followers.
like-minded warriors and make an indelible mark on
the Living Land. Right now that tribe consists of only Names
you, but if you keep doing the awesome deeds you are Bussk Tlic, Gort Koss, Korrot Tusk, Ress Arlak, Stone
capable of you know that will change. You just have Breaker, Zoc Lakka
to fight hard enough and do glorious deeds, and they
will come! Advancement Track (Optional)
□ (5 XP) Rally
Tactics □ (7 XP) Primitive Allure
You lead from the front. Get up there and use Relentless
□ (9 XP) Bolster
to All-Out Attack and really hammer your
foes. Use Natural Leader immediately so □ (2 XP) reality +2
your allies have cards already in their Action □ (3 XP) dodge +3
Pools when they act. You can use it later as
□ (4 XP) melee weapons +4
well, especially if you have a card in hand
that could be crucially useful. Use intimidation
lesser foes or taunt the weak-minded with
boasts about how great you are compared
to them. Natural Leader makes any cards
you gain from Approved Actions extra
useful.

Moment of Crisis
You actually resisted Baruk Kaah’s first calls to
invade other worlds. But there was little glory
left to be found on Takta Ker, so you set out
across the maelstrom bridge to make a name for
yourself. What you found disgusted you. There
was no glory or greatness to be found killing
these pathetic strangers. So you turned to face
the murderers around you, and felt the change
wash over you. Forging your own path was your
destiny, and now you had the power to do it.

Quote
“Get out of my way.“

Description
You’re big, spiky, and your scales have that shine that
captivates the attention of other edeinos—and some
humans. You don’t wear the markings of another clan,
you’ve made up your own and encourage your allies
to follow your lead and join your new tribe. You’re
commanding, bordering on arrogant, but that’s part
of your charm.

Agenda
You’re savvy enough to not be too obvious about it,
but deep down you are here to do great things—and
to bask in the glory and adulation that comes as a
result. Death isn’t something to fear, only mediocrity
Name The Canny Scientist Total XP

Stymied
-4
Race
Human Cosm Core Earth Unspent
Axioms: Magic Social Spirit Tech Clearance Level

-2
9 23 10 23 Alpha

Vulnerable
ATTRIBUTES & SKILLS Total

+4
Charisma Dexterity Spirit Strength Movement Run Toughness Armor
Mind DEFENSES

+2
8 6 11 8 7 6 18 10 3 Dodge

KO
Combat Skills Attribute Skill Adds Value
Energy Weapons Dex 6 Melee Defense

Wound Tracker
Fire Combat Dex +1 7
Melee Weapons Dex +1 7 7

-3
Missile Weapons Dex 6
Unarmed Defense
Unarmed Combat Dex 6

-2
Interaction Skills Attribute Skill Adds Value 6

-1
Intimidation Spirit 8
Maneuver Dex 6
Taunt Cha +1 9 8
SHOCK
Trick Mind +1 12
Other Attribute Skill Adds Value
3
WOUNDS
Dodge Dex +1 7
Find Mind +1 12
Land Vehicles Dex +1 7
EQUIPMENT
Persuasion Cha +2 10
Item Axiom Notes
Reality Spirit +2 10
Backpack 8 For carrying supplies
Scholar Mind +1 12
Mobile Phone 23 Phone and applications
Science Mind +3 14
Multitool 22 Screwdriver, pliers, and clippers
Survival Mind +1 12
Rope 8 20 meters

PERKS
Perk Effect
Situational Awareness Play two cards into other player’s Action
Pools
Grant Possibilities You may spend your Possibilities on
behalf of another player when they test
or Soak.
ARMOR
Armor Axiom Adds Notes
Stab Vest 23 +3 Torso, Max Dex 10

WEAPONS
Weapon Axiom Damage Ammo Range Notes
Glock 9mm (fire combat) 22 13 15 10 / 25 / 40 —
Unarmed (unarmed combat) — Str +0 (7) — — —

Bonus Chart
Die 1 2 3 5 7 9 11 13 15 16 17 18 19 20 21 26 31 36 41 46 +5
Roll 4 6 8 10 12 14 25 30 35 40 45 50
Bonus –10 –8 –6 –4 –2 –1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 +1
THE CANNY SCIENTIST
By David Lewis
Overview Names
You were a scientist of some note specializing in Alan, Albert, Carl, Egon, Enrico, George, Isaac, Neil,
biochemistry inter-discipline studies. That was before Otto, Robert, Stephen
dinosaurs crashed in and started eating everyone.
Much to your surprise, your intellectual background Advancement Track (Optional)
makes you incredibly useful to forces in the field— □ (5 XP) Bolster
you just need to convince everyone else of that truth. □ (7 XP) Helper
A little scientific know-how can turn even the most
desperate situation around. □ (9 XP) Prodigy
□ (2 XP) dodge +2
Tactics □ (3 XP) reality +3
You carry a gun, but using it should be a last resort.
Your true offense comes from your brain. Use trick or □ (4 XP) science +4
taunt to set up foes or take them out completely with
clever Player’s Call results. Use Situational Awareness
to put combat related cards in other player’s Action
Pools, and focus on Supporter and Willpower cards
for yourself. Try to stay out of the thick of things, your
only real defense is Soaking! If you don’t need your
Possibilities for that, Grant Possibilities let’s you share
them with powerful attackers to put things over the
top.

Moment of Crisis
When a muscular edeinos was about to run your friends
through with a spear you did the unthinkable—you
stood up from your hiding spot and starting making
fun of him. You said his teeth were demineralized, his
scales were dull, and all the rod cells in his eyes must
be bent. The creature may not have understood much
of that, but that didn’t stop it from charging you in
a rage, missing, and crashing through a window to
plunge to it’s death.

Quote
“That creature’s visual acuity is based on movement—
try to hold still while I draw it’s attention away!“

Description
You’re still a snappy dresser. It helps reinforce the
air of authority you carry, and calms down primitive
humans even if they don’t consciously realize it. You
wear a practical stab vest under your waist-coat.
You’re usually the smartest person in the room, but
you aren’t condescending or judgmental.

Agenda
You want to prove to the Delphi Council and the other
Storm Knights that you belong out in the field. You
need to make everyone understand that a sharp mind
is just as dangerous as a sharp axe.

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