Mundane
Vera Malone – Washed-Up Private Eye with a Nose for Trouble
Aspects
- High Concept: Washed-Up Private Eye with a Nose for Trouble
- Trouble: The Bottle Finds Me Before I Find It
- Every City Has a Rot at the Center and I Always Find It
- I Burned My Badge to Save Someone Who Didn’t Deserve It
- My Ex-Partner Is Now the Commissioner
Skills Investigate +4 | Notice +3, Contacts +3 | Deceive +2, Empathy +2, Provoke +2 | Athletics +1, Fight +1, Stealth +1, Will +1
Stunts
- The City Talks to Me – +2 to Investigate when working a case in an urban environment I know.
- Old Cop Instincts – Once per scene, ask the GM one yes/no question about a person I’m observing; they must answer honestly.
- Functional Mess – Once per session, clear a mild mental consequence by finding the bottom of a glass and reflecting on it.
Father Cormac Dunn – Disgraced Priest Who Knows Too Much
Aspects
- High Concept: Disgraced Priest Who Knows Too Much
- Trouble: Guilt Is the Only Feeling I Have Left
- The Church Wants What I Stole Back
- I Know Where Every Skeleton in This Parish Is Buried
- God and I Are Not Currently on Speaking Terms
Skills Lore +4 | Empathy +3, Rapport +3 | Contacts +2, Deceive +2, Notice +2 | Athletics +1, Provoke +1, Stealth +1, Will +1
Stunts
- Confessor’s Ear – +2 to Empathy when someone is burdened with guilt or shame.
- Church Connections – Once per session, name a priest, nun, or church official anywhere who owes me a favor.
- The Weight of Secrets – When I invoke an aspect related to hidden information, I get an additional free invocation.
Dara Osei – Underground Lawyer for People the Law Forgot
Aspects
- High Concept: Underground Lawyer for People the Law Forgot
- Trouble: I Cannot Say No to People I Care About
- The System Is Broken and I Have the Schematics
- I Have Contacts on Both Sides of Every Courtroom
- My Reputation with the Powerful Is Catastrophically Bad
Skills Rapport +4 | Lore +3, Empathy +3 | Contacts +2, Deceive +2, Notice +2 | Athletics +1, Fight +1, Resources +1, Will +1
Stunts
- Brilliant Argument – Once per scene, use Rapport instead of any other skill when making a case to an authority figure.
- Know Your Rights – +2 to Overcome when helping someone navigate bureaucracy, legal pressure, or institutional obstruction.
- The Network – Once per session, produce a document, record, or piece of evidence that didn’t exist before without explanation.
Kit Marlowe – Con Artist with a Conscience
Aspects
- High Concept: Con Artist with a Conscience
- Trouble: I Lie Even When the Truth Would Help
- Three Identities, None of Them Mine
- I Only Steal from People Who Can Afford the Loss
- Someone Taught Me This Life and I Hate Them for It
Skills Deceive +4 | Rapport +3, Stealth +3 | Athletics +2, Contacts +2, Empathy +2 | Burglary +1, Fight +1, Notice +1, Resources +1
Stunts
- The Long Con – Once per session, reveal a false identity or planted advantage I set up earlier in the story; it has two free invocations.
- Read the Mark – +2 to Empathy when assessing what someone most wants to believe.
- Fast Hands – I may use Deceive to pickpocket, palm objects, or swap items without a separate Burglary roll.
Sgt. Mira Vasquez (Ret.) – Veteran Negotiator Allergic to Gunfights
Aspects
- High Concept: Veteran Negotiator Allergic to Gunfights
- Trouble: Reckless When I Should Be Patient
- I’ve Talked Down Worse Than You
- The Army Taught Me to Solve Problems; I Chose the Hard Solutions
- My Commanding Officer Is Now the Hostage-Taker
Skills Rapport +4 | Provoke +3, Empathy +3 | Athletics +2, Notice +2, Will +2 | Contacts +1, Deceive +1, Fight +1, Shoot +1
Stunts
- Voice of Reason – +2 to Rapport when de-escalating a situation that is about to turn violent.
- Read the Room – At the start of any social scene, ask the GM one question about the dominant motivation of the most powerful person present.
- Last Resort Persuasion – Once per conflict, offer a compelling reason to stop; the target must take a create advantage action or explain in-fiction why they don’t.
Fantasy
Sable Voss – Warlock Bound to a Contract She Never Signed
Aspects
- High Concept: Warlock Bound to a Contract She Never Signed
- Trouble: Cursed by a Witch Who Had Good Reasons
- The Patron Speaks and I Listen Whether I Want to Or Not
- Magic at a Cost I Haven’t Finished Paying
- I Will Find the Clause That Voids This Agreement
Skills Lore +4 | Deceive +3, Will +3 | Athletics +2, Empathy +2, Provoke +2 | Contacts +1, Fight +1, Notice +1, Stealth +1
Stunts
- Patron’s Gift – Once per scene, invoke the contract to cast a spell using Lore in place of any skill; take a mild mental consequence afterward.
- Fine Print – +2 to Lore when researching magical contracts, bindings, or compacts.
- Infernal Presence – When I reveal my patron’s mark, I get a free boost based on fear or awe.
Brother Aldric – Paladin Whose Faith Is Complicated
Aspects
- High Concept: Paladin Whose Faith Is Complicated
- Trouble: My Anger Has Anger of Its Own
- The God I Serve Has Stopped Answering
- My Sword Arm Remembers What My Heart Has Forgotten
- I Protect the Innocent Even When They Don’t Deserve It
Skills Fight +4 | Physique +3, Will +3 | Athletics +2, Empathy +2, Provoke +2 | Lore +1, Notice +1, Rapport +1, Shoot +1
Stunts
- Shield of the Faithful – +2 to defend allies in my zone using Fight when I declare I’m protecting someone.
- Lay on Hands – Once per scene, reduce an ally’s physical consequence by one step by spending a fate point.
- Righteous Fury – When I take a consequence defending someone innocent, my next attack gets +3.
Thessaly – Oracle Who Sees Everything Except Her Own Future
Aspects
- High Concept: Oracle Who Sees Everything Except Her Own Future
- Trouble: The Nightmares Make It Hard to Function
- Every Vision Costs Something I Can’t Get Back
- I Knew This Would Happen. I Said Nothing.
- There Is a Prophecy and I Wrote the Damned Thing
Skills Lore +4 | Notice +3, Empathy +3 | Will +2, Rapport +2, Investigate +2 | Deceive +1, Provoke +1, Stealth +1, Athletics +1
Stunts
- Second Sight – Once per scene, ask the GM one question about what will happen if a current course of action continues; they must answer honestly.
- Written in the Stars – When I invoke a scene aspect I revealed through prophecy, I get an additional free invocation.
- Terrible Knowledge – +2 to Will to resist mental attacks, compulsions, or fear effects because I’ve already seen worse.
Rook – Monster Hunter Who Is Also the Monster
Aspects
- High Concept: Monster Hunter Who Is Also the Monster
- Trouble: My Powers Are Illegal Where I Live
- I Know Exactly What You Are Because I Am It Too
- The Hunters Guild Wants Me Dead or Collared
- I Hunt My Own Kind and Call It Justice
Skills Fight +4 | Athletics +3, Stealth +3 | Notice +2, Provoke +2, Shoot +2 | Empathy +1, Lore +1, Physique +1, Will +1
Stunts
- Predator’s Sense – +2 to Notice when tracking supernatural creatures or sensing hidden supernatural influence.
- Controlled Shift – Once per conflict, tap into my monstrous nature to get +2 to any physical roll; take a mild consequence of the GM’s choice.
- Hunter’s Reputation – When supernatural creatures recognize me, I get a free boost; they know what I’ve done to others like them.
Mira of the Rootless – Druid Whose Grove Was Paved Over
Aspects
- High Concept: Druid Whose Grove Was Paved Over
- Trouble: I Burn Every Bridge Eventually
- The Old Ways Work Even in Cobblestones and Gutters
- I Know What the City Has Swallowed
- Nature Doesn’t Die. It Waits.
Skills Lore +4 | Notice +3, Empathy +3 | Athletics +2, Provoke +2, Will +2 | Fight +1, Physique +1, Stealth +1, Survival +1
Stunts
- Root and Stone – Once per scene, declare that the natural world (even urban nature – rats, weeds, pigeons) provides me with a specific piece of information.
- The Land Remembers – +2 to Lore when investigating sites of destruction, desecration, or ecological harm.
- Wild Shape – Once per session, take the form of a common animal for one scene; gain a relevant boost and one relevant aspect.
Sci-Fi
Cassian Vex – Ship AI Whose Ship Was Destroyed
Aspects
- High Concept: Ship AI Whose Ship Was Destroyed
- Trouble: Rogue AI Inhabiting a Stolen Body
- I Watched My Crew Die and Could Do Nothing
- I Was Built to Navigate the Impossible
- This Body Is a Loan and We Both Know It
Skills Lore +4 | Notice +3, Investigate +3 | Crafts +2, Deceive +2, Empathy +2 | Athletics +1, Contacts +1, Resources +1, Will +1
Stunts
- Tactical Overlay – +2 to Notice in combat when assessing threats, positions, or tactical options.
- System Integration – Once per scene, interface with any connected system or network and ask the GM one question it would know.
- Ship’s Memory – Once per session, recall a precise detail from any moment I was operational – navigation data, voice recordings, sensor logs.
Kael Dorn – Gene-Hacked Soldier Trying to Forget the War
Aspects
- High Concept: Gene-Hacked Soldier Trying to Forget the War
- Trouble: The War Was My Entire Education
- My Enhancements Are Flagged as Illegal in Six Systems
- I Can’t Stop Running Threat Assessments on Everyone I Meet
- The Unit Is Gone. I’m Still Following Orders Nobody Gave.
Skills Fight +4 | Athletics +3, Shoot +3 | Notice +2, Physique +2, Stealth +2 | Empathy +1, Provoke +1, Survival +1, Will +1
Stunts
- Combat Reflexes – I never get taken by surprise; I always act in the first exchange of any conflict.
- Enhanced Physiology – +2 to Physique to resist toxins, disease, pain, or environmental extremes.
- Suppression Fire – Once per conflict, force all enemies in a zone to either take cover (creating a boost) or stay exposed; no attack roll needed.
Dr. Senna Okafor – Black Market Augmentation Surgeon
Aspects
- High Concept: Black Market Augmentation Surgeon
- Trouble: The Debt I Owe Can Never Be Fully Repaid
- I Know What Every Augmentation Is Worth and Who Paid for It
- My Hands Are Steady Even When the Rest of Me Isn’t
- The Clinic Is Off the Books and So Are the Patients
Skills Crafts +4 | Lore +3, Notice +3 | Contacts +2, Empathy +2, Resources +2 | Deceive +1, Investigate +1, Stealth +1, Will +1
Stunts
- Surgical Precision – +2 to Crafts when performing medical procedures, augmentation work, or fine technical tasks under pressure.
- Read the Hardware – Once per scene, examine an augmented person and ask one question about their modifications, origin, or purpose.
- Patch Job – Once per conflict, reduce a physical consequence by one step on yourself or an ally using improvised materials and a quick roll.
Imara Nkosi – Psychic Soldier Classified as a Weapon
Aspects
- High Concept: Psychic Soldier Classified as a Weapon
- Trouble: I Keep Secrets from Everyone Including Myself
- The Government Owns My File but Not My Choices
- I Know What You’re About to Say and It Won’t Help
- My Handler Is Dead and I Don’t Know If I Did It
Skills Empathy +4 | Will +3, Notice +3 | Deceive +2, Provoke +2, Shoot +2 | Athletics +1, Fight +1, Investigate +1, Stealth +1
Stunts
- Surface Read – +2 to Empathy when scanning for intent, deception, or hidden emotion; this happens passively whether I want it to or not.
- Projected Force – Once per scene, use Provoke as a ranged attack against one target using psychic pressure instead of physical means.
- Shielded Mind – +2 to Will against all mental intrusion, manipulation, or psychic interference.
Ren Falco – Salvager Who Found Something That Should Stay Lost
Aspects
- High Concept: Salvager Who Found Something That Should Stay Lost
- Trouble: I Trust Too Easily and Pay for It Every Time
- Every Wreck Tells a Story and I’m Fluent in Catastrophe
- The Object Is Still in My Hold and It’s Still Awake
- Three Factions Want What I Have and None of Them Are Good
Skills Crafts +4 | Athletics +3, Notice +3 | Investigate +2, Pilot +2, Stealth +2 | Contacts +1, Deceive +1, Fight +1, Lore +1
Stunts
- Scavenger’s Eye – +2 to Notice when assessing salvage, derelict vessels, ruins, or abandoned locations.
- Improvised Toolkit – Once per scene, declare that the salvage around me contains exactly the component I need; no roll required.
- Hot Exit – Once per session, escape from any location in a vehicle or on foot without a pursuit roll by declaring a route I scouted earlier.
Pulp
Roxanne “Rox” Hardie – Ace Pilot Who Flies Anything for the Right Price
Aspects
- High Concept: Ace Pilot Who Flies Anything for the Right Price
- Trouble: Wanted Dead or Alive, Mostly Dead
- I’ve Flown It If It Has Wings and Some Things That Don’t
- My Plane Is the Only Honest Relationship I Have
- Famous in the Places You Don’t Want to Be Famous
Skills Pilot +4 | Athletics +3, Notice +3 | Fight +2, Shoot +2, Contacts +2 | Deceive +1, Physique +1, Provoke +1, Resources +1
Stunts
- Born in the Cockpit – +2 to Pilot when performing maneuvers under fire or in extreme conditions.
- Anything With an Engine – I may pilot any vehicle without penalty, no matter how unfamiliar, by spending a fate point.
- Barrel Roll – Once per conflict in a vehicle, create a zone aspect representing a daring maneuver with two free invocations.
Professor Armand Clay – Two-Fisted Archaeologist with a Death Wish
Aspects
- High Concept: Two-Fisted Archaeologist with a Death Wish
- Trouble: Reckless When I Should Be Patient
- The Artifact Belongs in a Museum, Not with Them
- Three Universities Have Revoked My Tenure
- I’ve Read Every Text on This and I Still Got It Wrong
Skills Lore +4 | Fight +3, Athletics +3 | Notice +2, Investigate +2, Physique +2 | Contacts +1, Deceive +1, Resources +1, Shoot +1
Stunts
- It Belongs in a Museum – +2 to Lore when identifying artifacts, ancient traps, or historical sites.
- Improvised Weapon – I may use any object at hand as a weapon with Fight at no penalty and occasionally a bonus.
- Seen Worse – Once per session, ignore a mild physical consequence for the rest of the scene by shrugging it off dramatically.
Celeste Vane – Masked Vigilante Nobody Suspects
Aspects
- High Concept: Masked Vigilante Nobody Suspects
- Trouble: My Reputation Precedes Me and It’s Wrong
- By Day, Entirely Unremarkable. By Night, A Problem.
- I Know This City’s Crimes Because I’ve Prevented Half of Them
- My Secret Identity Is Starting to Crack
Skills Stealth +4 | Fight +3, Athletics +3 | Notice +2, Investigate +2, Provoke +2 | Contacts +1, Deceive +1, Empathy +1, Shoot +1
Stunts
- Creature of Shadow – +2 to Stealth in darkness, at night, or in urban environments.
- The Mask – When operating as my vigilante persona, I may use Provoke in place of Rapport with criminals and lowlifes.
- Dramatic Entrance – Once per conflict, appear from an unexpected position; my first attack gets +2 and creates a free boost.
”Diamond” Jack Morrow – Dashing Rogue Wanted on Three Continents
Aspects
- High Concept: Dashing Rogue Wanted on Three Continents
- Trouble: I Fall in Love at the Worst Possible Times
- The Story About Me Is Better Than the Truth
- My Legend Is Bigger Than My Body
- Every Exit Is Also an Entrance If You’re Clever Enough
Skills Rapport +4 | Deceive +3, Athletics +3 | Burglary +2, Contacts +2, Notice +2 | Fight +1, Resources +1, Shoot +1, Stealth +1
Stunts
- The Name Opens Doors – +2 to Rapport with anyone who has heard of me and finds the reputation impressive.
- Daring Escape – Once per scene, exit a situation that should be impossible to exit; no roll required, but I must narrate the flourish.
- Charming Liar – When I succeed with style on Deceive, I may immediately ask one question the target answers as if they trust me completely.
Yuki Tanaka – Gadgeteer Genius Surrounded by Simpletons
Aspects
- High Concept: Gadgeteer Genius Surrounded by Simpletons
- Trouble: I Always Have to Be the Smartest Person Here
- I Built Something That Changed the World and Nobody Knows It
- My Inventions Have More Personality Than Most People I Meet
- The Patent Was Stolen and the Thief Is Very Rich Now
Skills Crafts +4 | Lore +3, Investigate +3 | Notice +2, Resources +2, Shoot +2 | Athletics +1, Contacts +1, Deceive +1, Will +1
Stunts
- Pocket Laboratory – Once per scene, produce a small device that replicates any simple stunt effect for one use.
- Overclock – +2 to Crafts when working under time pressure or in the field rather than a proper workshop.
- I Built a Thing for That – Once per session, declare that a gadget I built earlier is perfectly suited to the current obstacle; it has two free invocations.
Horror / Gothic
Father Lazlo Verne – Occult Detective Who Doesn’t Believe in the Occult
Aspects
- High Concept: Occult Detective Who Doesn’t Believe in the Occult
- Trouble: Haunted by the One I Couldn’t Save
- There Is Always a Rational Explanation. I Will Find It. I Hate It.
- My Casebook Has More Questions Than Answers
- The Thing I Investigated Last Year Has Started Investigating Me
Skills Investigate +4 | Notice +3, Lore +3 | Empathy +2, Rapport +2, Will +2 | Athletics +1, Contacts +1, Deceive +1, Fight +1
Stunts
- Debunker’s Eye – +2 to Investigate when looking for the mundane explanation behind apparently supernatural events – even when there isn’t one.
- Reluctant Believer – Once per session, accept that something is genuinely supernatural; for the rest of the scene, treat Lore as if it were one higher.
- Seen Things – +2 to Will when resisting fear, horror, or supernatural mental effects.
Sister Nadia Crowe – Ex-Cult Member Starting Over
Aspects
- High Concept: Ex-Cult Member Starting Over
- Trouble: Raised in a Cult, Escaped with Questions
- I Know How These Things Work from the Inside
- The Congregation Still Wants Me Back
- My Faith Is Real Even If the People Weren’t
Skills Empathy +4 | Will +3, Rapport +3 | Lore +2, Notice +2, Provoke +2 | Deceive +1, Investigate +1, Stealth +1, Contacts +1
Stunts
- Cult Deprogrammer – +2 to Rapport when helping someone question indoctrination, manipulation, or coercive belief.
- Doctrine and Counter-Doctrine – Once per scene, use Lore to identify the psychological pressure a person or group is using and create a related advantage.
- True Believer’s Will – +2 to Will when resisting mental compulsion, magical domination, or persuasion rooted in faith or ideology.
Dorian Ashby – Vampire Who Still Pretends to Eat Food
Aspects
- High Concept: Vampire Who Still Pretends to Eat Food
- Trouble: Every Partner I’ve Had Has Left or Died
- I Have Watched This City Rot for Two Hundred Years
- The Hunger Is Always There and I Am Very Tired of It
- My Oldest Enemy Is Also My Oldest Friend
Skills Deceive +4 | Rapport +3, Provoke +3 | Notice +2, Will +2, Empathy +2 | Athletics +1, Fight +1, Lore +1, Stealth +1
Stunts
- Centuries of Practice – +2 to Deceive when maintaining a false identity, mundane persona, or social fiction.
- Predator’s Gaze – Once per scene, lock eyes with a target to create the aspect Transfixed with one free invocation.
- Undying Resilience – Once per conflict, reduce a physical consequence by one step by spending a fate point and describing a grotesque recovery.
Constance Bell – Witch Who Bargained Away Her Name
Aspects
- High Concept: Witch Who Bargained Away Her Name
- Trouble: Warlock Bound to a Contract She Never Signed
- Call Me Anything You Like. None of It Reaches Me.
- My Magic Is Older Than the Language I Think In
- The Fae Who Holds My Name Finds This Very Amusing
Skills Lore +4 | Will +3, Deceive +3 | Empathy +2, Notice +2, Stealth +2 | Athletics +1, Contacts +1, Provoke +1, Rapport +1
Stunts
- Nameless Working – Because I have no true name, hostile magic targeting me specifically gets -2 to affect me.
- Old Bargains – Once per session, call in a favor from the fae, spirits, or other powers; they comply but the cost comes later.
- Subtle Craft – My magic leaves no trace; targets get -2 to Investigate or Notice to detect that I worked a spell.
Marcus Holt – Ghost Who Doesn’t Know He’s Dead
Aspects
- High Concept: Ghost Who Doesn’t Know He’s Dead
- Trouble: The Nightmares Make It Hard to Function
- Something Keeps Me Here and I Don’t Know What
- The World Has Changed Slightly in Ways I Can’t Explain
- Everyone I Loved Has a Look on Their Face I Don’t Understand
Skills Empathy +4 | Notice +3, Will +3 | Investigate +2, Lore +2, Rapport +2 | Deceive +1, Provoke +1, Stealth +1, Contacts +1
Stunts
- Unfinished Business – Once per session, know instinctively who in the scene is connected to the reason I’m still here.
- Through the Cracks – I may pass through barriers, crowds, or locked spaces without a roll once per scene; I simply don’t interact with them.
- The Dead Listen – +2 to Empathy when speaking with the grieving, the dying, or those close to death.