Characters, now with mechanical summaries and a Catch for Liliana.
EDIT: Juan is really good at veils, I added that to his description.
Ian Redding (Chest Deep)
Raiding the dungeons of the Nevernever is not an easy way to make a living. But if you have the skills, it can be a very profitable one. And Ian Redding has the skills. He's a mortal, he's been robbing dungeons for three decades, and he's not dead yet. His excellent instincts and his unfailing pragmatism have kept him alive where dozens of his peers have died.
Ian is excellent at detecting traps and good at fighting like a bastard. He's also decent at picking locks, winning initiative and sneaking around. Plus he's got a decent supply of Fate Points. Not much raw power though.
High Concept: Tomb Robber
Trouble Aspect: A Bit Of A Coward
Other Aspects: Pragmatic To A Fault, Danger Sense
Skills:
Superb: Alertness, Guns
Great: Stealth, Athletics
Good: Burglary, Endurance
Fair: Deceit, Discipline
Average: Conviction, Fists
Stunts:
Trapfinder (Alertness): Use Alertness to search for traps and secret doors.
Trap Sense (Alertness): May "search" for traps and secret doors just by walking by them.
On My Toes (Alertness): +2 to initiative.
Hide In Plain Sight (Stealth): +2 to Stealth when maneuvering to create an Aspect based on being hidden in combat.
Sneak Attack (Guns): +2 stress when ambushing or invoking an Aspect created with Hide In Plain Sight.
Total Refresh Cost:
-3 (Pure Mortal)
Refresh Total:
5
Asim Mifsud (Chest Deep)
Asim Mifsud's mother was a Wizard, and a really bad parent. She knew how bad a parent she was, though, so she had the good sense to leave Asim with some dwarf friends of hers. Said dwarf friends raised Asim as one of their own, and in time his magical heritage helped him become a great runesmith. If Asim was willing to sit back and ignore evil, he could live an easy and well-compensated life as a master craftsman. But he isn't, so he frequently finds himself killing monsters in faraway corners of the Nevernever.
Asim is tough, hits really hard close up, and has a bunch of enchanted items that can instantly remove problems. But most of his abilities are limited-use, and his accuracy isn't great.
High Concept: Warrior-Runesmith
Trouble Aspect: Inconvenient Moral Principles
Other Aspects: Raised By Dwarves, Melee Fighter
Skills:
Superb: Weapons, Lore
Great: Craftsmanship, Might
Good: Endurance, Alertness
Fair: Athletics, Discipline
Average: Conviction, Fists
Stunts:
Power Attack (Weapons): Take -1 to hit in order to increase weapon rating by 3.
Powers:
Ritual (Crafting) [-2]
Refinement [-4]
Magic:
Foci: Anvil (+3 crafting strength), Hammer (+1 crafting frequency)
Enchanted Items: Sword (weapon 3 normally, weapon 8 4x/session), Plate Armour (armor 2 normally, armor 5 twice/session), Shield (block 8 4x/session), Ring Of Trap Detection (8 Investigation to find traps twice/session), Winged Boots (8 Athletics to jump or sprint twice/session), 3 "potion" slots (strength 8, two uses each)
Total Refresh Cost:
-7
Refresh Total:
1
Chadwick Merriweather (Chest Deep)
Chadwick Merriweather was born with a silver spoon in his mouth. But the easy life held no appeal for him; he dropped out of university and abandoned his family to become a gentleman thief. He stole great works of art and left mocking notes for the police. When that got boring, he went out looking for adventure elsewhere. One thing led to another, and somehow Chadwick found himself in the Nevernever. There he discovered that the thrill of dungeon delving eclipsed anything else he'd tried, so he picked up a crossbow and became an adventurer.
Chadwick is mostly about Fate Points. He has a lot of them. He's also pretty good at opening doors and disabling traps, though, so that's something. And his Athletics is solid.
High Concept: Adventurer
Trouble Aspect: Risk Junkie
Other Aspects: The Devil's Own Luck, On My Own
Skills:
Superb: Burglary, Athletics
Great: Stealth, Bows
Good: Investigation, Alertness
Fair: Discipline, Survival
Average: Conviction, Endurance
Stunts:
Evasion (Athletics): +2 to dodge area attacks.
Disable Device (Burglary): Use Burglary to disable traps.
Total Refresh Cost:
0 (Pure Mortal)
Refresh Total:
8
Firdoos Rahal (Chest Deep)
Adventurers tend not to marry non-adventurers, and as such they tend to form adventuring families. Sometimes, adventuring families last for generations and become adventuring dynasties. Firdoos Rahal comes from one of those dynasties. The Rahal dynasty is a family of sorcerers that adventures in order to pay off a debt to the dragon Ferrovax, which has been passed down from generation to generation along with magical power and combat training. Unlike the rest of her family she isn't a spellcaster, but if you look down on her because of it you can expect a beating. Her strength, toughness, and combat skill are all incredible, but there's nothing magical about her. She's just that good. In fact, she might be good enough to pay off the family debt.
Firdoos is your classic sword and board fighter. She's good at kicking doors down and in melee combat she's got good passive numbers. She doesn't do much apart from that, but she's got a good Fate Point reserve to make up for her deficiencies and boost her strengths.
High Concept: Warrior
Trouble Aspect: In Debt To A Dragon
Other Aspects: I Don't Need Magic, In The Family Business
Skills:
Superb: Weapons, Might
Great: Athletics, Endurance
Good: Conviction, Alertness
Fair: Discipline, Intimidation
Average: Fists, Presence
Stunts:
Weapon Focus (Weapons): +1 to hit with trusty bastard sword.
Weapon Specialization (Weapons): +2 stress with trusty bastard sword.
Shield Expertise (Weapons): +2 to defend with Weapons using shield.
Block Everything (Weapons): Use Weapons to defend against ranged attacks.
Second Skin (Endurance): +1 physical armor while wearing full plate.
Kick The Door Down (Might): +2 to break things.
Total Refresh Cost:
-4 (Pure Mortal)
Refresh Total:
4
Jane (Chest Deep)
Jane isn't interested in talking about her past, or her future. She describes herself as a humble servant of god, an ambulatory extension of His will. This seems to suit her fine, given how incredibly cheerful she is. No matter how bad things get, by the grace of god she always saves the day in the end...so why worry?
Jane is socially competent, a decent fighter, and can more or less automatically succeed at most noncombat tasks by spending a Fate Point. Plus she can blast people with her Righteousness Power when someone gets taken down or comes close to it. Unfortunately her Powers are pretty hard on her Fate Point supply.
High Concept: Wandering Holy Warrior
Trouble Aspect: I'll Go Wherever God Sends Me
Other Aspects: Happy-Go-Lucky, Always At The Last Second
Skills:
Superb: Conviction, Guns
Great: Athletics, Alertness
Good: Endurance, Discipline
Fair: Rapport, Empathy
Average: Survival, Presence
Stunts:
Righteous (Conviction): +2 to Conviction when using it with Righteousness.
Closely Guided (Conviction): +2 to Conviction when using it with Guide My Hand.
Powers:
Righteousness [-2]
Guide My Hand [-1]
Total Refresh Cost:
-5
Refresh Total:
3
Grbas Htxzew (Chest Deep)
A chaos imp is an incarnation of the world's fundamental randomness. It has no mind and no free will, and it exists only to act randomly. Unless it's named Grbas Htxzew. Grbas has a soul. Perhaps he's actually a human who was transformed into a chaos imp, or perhaps something stranger is going on. Regardless, Grbas is alone in the world and needs to find something to do with himself.
Grbas has potent mental attacks and is hard to hit. Plus he's stealthy and mobile. But one solid hit will splatter him, so he should be careful.
High Concept: Chaos Imp
Trouble Aspect: Free Will?
Other Aspects: Little Clown, More Dangerous Than He Looks
Skills:
Superb: Deceit, Athletics
Great: Alertness, Stealth
Good: Burglary, Conviction
Fair: Investigation, Discipline
Average: Rapport, Presence
Stunts:
Make You See A Thousand Of Me (Athletics): +2 to dodge that attacks of opponents with Aspects from Incite Confusion on them.
Powers:
Incite Potent Confusion At Range [-4]
Diminutive Size [-1]
Wings [-1]
Total Refresh Cost:
-7
Refresh Total:
1
Mike Ellsmere (Chest Deep)
Changelings usually have pretty crappy lives. But Mike Ellsmere is an exception. His gruff father and mortal mother are very much in love, and they raised him very well. They never pressured him to make his Choice, and they did their best to teach him morals. As a result, Mike is an extremely friendly person. He's fond of hugs and cute things, and because he's seven feet tall nobody gives him any trouble about it. Left to his own devices Mike would probably just live an ordinary life, but his friends keep getting into trouble. And Mike would follow a friend to the gates of hell.
Mike is a tank. He breaks stuff, soaks damage, and grapples like you would not believe. He doesn't do subtle stuff, though.
High Concept: Gruff Changeling
Trouble Aspect: Way Too Loyal
Other Aspects: Not Subtle, Hugs For Everyone!
Skills:
Superb: Might, Endurance
Great: Fists, Athletics
Good: Conviction, Alertness
Fair: Discipline, Empathy
Average: Rapport, Presence
Stunts:
Wrestler (Might): +1 to maintain grapples.
Powers:
Supernatural Strength [-4]
Supernatural Toughness [-4]
The Catch (Cold Iron) [+3]
Total Refresh Cost:
-6
Refresh Total:
2
Mikhail Raskolnikov (Chest Deep)
If a Wizard doesn't practice, their powers can fade away. This is rarely a problem, since Wizards tend to cast spells all the time. But some rare Wizards, like Mikhail Raskolnikov, grow so obsessed with one type of magic that they become unable to cast spells outside that type. In Mikhail's case, the relevant type of magic was pyromancy. Mikhail's incredible enthusiasm for fiery destruction has turned him into a Focused Practitioner, incapable of slow and subtle spells. This is in some ways unfortunate, but it does have the advantage of making Mikhail much more dangerous than most 135-year-olds.
Mikhail is a glass cannon. He can kill most monsters with one spell. He's also not bad at finding traps, and he's got The Sight for finding spooky stuff. But if he gets attacked, he gets hurt. He needs to be protected.
High Concept: Pyromancer
Trouble Aspect: I Really Like Blowing Stuff Up
Other Aspects: Atrophied Wizardry, Very Very Old
Skills:
Superb: Conviction, Lore
Great: Discipline, Investigation
Good: Alertness, Athletics
Fair: Stealth, Craftsmanship
Average: Endurance, Deceit
Powers:
Channeling (Fire) [-2]
Refinement [-4]
The Sight [-1]
Soulgaze [-0]
Wizard's Constitution [-0]
Magic:
Foci: Right-Hand Staff (+4 offensive fire power), Left-Hand Staff (+5 offensive fire control), Belt (+1 defensive fire power)
Total Refresh Cost:
-7
Refresh Total:
1
Liliana Lambert (Chest Deep)
When the nun Patricia Lambert became pregnant, some thought that the Virgin Birth of Jesus was being repeated. After all, Patricia was definitely a virgin. But when the child was born, it became obvious that it was nothing holy. Some of the convent's members wanted to kill the baby, but more merciful voices prevailed and young Liliana just had to grow up knowing that she was a monster in the eyes of God. Understandably, Liliana really wants to redeem her existence somehow.
Liliana is physically capable and adaptable. She kicks doors down very well, and she can switch between speedy and tanky approaches to combat. She can also acquire whatever movement and perception abilities she needs for any given task. However, she doesn't have the raw power of some of the other characters. Plus she needs time to change her ability configuration and her mental defences aren't great.
High Concept: Outsider Scion
Trouble Aspect: In Search Of Worth
Other Aspects: Pretty Big Freak, The Right Form For The Job
Skills:
Superb: Fists, Athletics
Great: Alertness, Might
Good: Endurance, Investigation
Fair: Discipline, Intimidation
Average: Conviction, Stealth
Powers:
Modular Abilities [-7] (The Catch is always Holy Stuff [+2])
Total Refresh Cost:
-7
Refresh Total:
1
Hikaru Kato (Chest Deep)
You know those crazy ninjas you see in pop culture? They really exist. They're as fast as shadows, as invisible as bullets, and as deadly as lightning. Unfortunately, they don't have very much money. Modern ninjas are too moral to kill for money, too secretive to reveal their powers in sporting events, and too specialized to get decent jobs. So Hikaru Kato, heir to the Kato Clan and a ninjutsu genius, has made it her life's work to bring wealth to her clan. She's having trouble, though, because she knows nothing at all about anything other than ninjutsu.
Hikaru's mobility, initiative, and dodging skills are all awesome. Stealth and combat abilities are good too. Mental skills, though, aren't so hot.
High Concept: Last Scion Of An Ancient Ninja Clan
Trouble Aspect: The Clan Is Broke
Other Aspects: As Fast As A Shadow, By The (Ninja) Book
Skills:
Superb: Weapons, Athletics
Great: Stealth, Alertness
Good: Endurance, Fists
Fair: Discipline, Investigation
Average: Burglary, Conviction
Stunts:
Too Fast To Hit (Athletics): +2 to dodge after moving at least two zones with last action.
Powers:
Cloak Of Shadows [-1]
Spider Climb [-1]
Supernatural Speed [-4]
Total Refresh Cost:
-7
Refresh Total:
1
Sarah Brown (Chest Deep)
Generally, when a family receives the curse of the loup-garou, the curse travels down from parent to child in an orderly manner. But when a loup-garou has twins, things get a bit weird. Which is why Sarah Brown can turn into an enormous wolf-beast whenever she pleases. Some might be happy to have such an ability. Sarah is not. She just wants to make watches. Turning into a two-hundred-kilo rage-monster isn't part of her life plan. She's willing to do almost anything to gain the favour of a being powerful enough to turn her into a normal human.
In human form Sarah is all about locked doors and traps. In beast form she runs fast, absorbs attacks, kills monsters, and breaks things. Her biggest weakness is probably the possibility that she'll be attacked while in human form.
High Concept: Werebeast
Trouble Aspect: I Just Want To Be A Watchmaker
Other Aspects: Methodical And Precise, Bestial Rage
Skills:
Superb: Craftsmanship, Investigation
Great: Burglary, Discipline
Good: Conviction, Alertness
Fair: Athletics, Empathy
Average: Endurance, Presence
Skills (Beast Form):
Superb: Fists, Athletics
Great: Might, Alertness
Good: Endurance, Conviction
Fair: Investigation, Discipline
Average: Empathy, Presence
Powers:
Beast Change [-1]
Human Form [+1] affecting:
Claws [-1]
Inhuman Strength [-2]
Inhuman Speed [-2]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
The Catch (Silver) [+2]
Total Refresh Cost:
-7
Refresh Total:
1
Jasjot Malhotra (Chest Deep)
John Evans was a colonial British official, assigned to keep the peace in India. Like most such officials, he treated the natives badly. Unlike most such officials, he was prone to butchering his subjects with an eight-foot scythe. Eventually the locals began to hate him more than they feared the empire that backed him, so they dragged him out of bed in the middle of the night and killed him with his own scythe. Which was all well and good, until young Jasjot found the scythe in a riverbed. The soul of John Evans, which was inside the scythe, tried to dominate the child. But the child proved stubborn, and so John's bloodlust was directed against monsters and villains. Jasjot might have an extremely scary-looking and oddly effective set of eyes, but the corruption is mostly cosmetic. Jasjot is still mostly sane, even after carrying John for 12 years.
Jasjot brings two things to the table: really high Weapons rolls and rapid healing. Notably, killing an enemy with Blood Drinker allows Jasjot to clear physical consequences up to Moderate. Unfortunately, the mental stress that Demonic Co-Pilot inflicts doesn't heal any faster than normal. Jasjot's also not bad at finding traps and resisting mental attacks, but that's secondary.
High Concept: The Person Who Carries John The Scythe
Trouble Aspect: Slowly Turning Into A Bloodthirsty Maniac
Other Aspects: Iron Self-Control, Inhuman Eyeballs
Skills:
Superb: Weapons, Discipline
Great: Investigation, Alertness
Good: Endurance, Conviction
Fair: Intimidation, Lore
Average: Presence, Athletics
Stunts:
Footwork (Weapons): Use Weapons to defend against all physical attacks.
Demonic Skill (Weapons): Additional +1 to hit when using Demonic Co-Pilot to benefit an attack.
Demonic Strength (Weapons): +2 stress when using Demonic Co-Pilot to benefit an attack.
Demonic Speed (Weapons): Additional +2 to defend when using Demonic Co-Pilot to benefit a defense roll.
Powers:
Item Of Power (John Evans) [+2] granting:
Demonic Co-Pilot [-1]
True Aim [-1]
Blood Drinker [-1]
Feeding Dependency (Blood) [+1] affecting:
Supernatural Recovery [-4]
The Catch (Holy Stuff) [+2]
Total Refresh Cost:
-7
Refresh Total:
1
Juan Cinqo (Chest Deep)
Every city needs heroes. Mexico City has Juan Cinqo. Juan is a catholic monk and a very capable kinetomancer. Everyone respects him, since his power is backed with unwavering kindness. He does his best to prevent the local gangs from killing each other, and to keep the innocent citizens of his city safe. Sometimes he even travels beyond his city to combat evils too great to ignore. All this is wonderful, of course, but sadly Juan is much less effective than he ought to be. He's simply too nice, too eager to resolve situations peacefully. He lacks the will to kill.
Juan's main schtick is casting very powerful defensive spells, including shields and veils. His secondary competencies include mental defence and attacking at range. He's got a decent number of Fate Points, too. His main weakness is that when he's out of mental stress he's physically fragile and a bit useless.
High Concept: Shield-o-mancer
Trouble Aspect: Much Too Nice
Other Aspects: Protector Of Mexico City, Catholic Monk
Skills:
Superb: Conviction, Discipline
Great: Lore, Alertness
Good: Endurance, Investigation
Fair: Rapport, Empathy
Average: Athletics, Presence
Stunts:
Reflexive Shield (Discipline): When attacked, may sacrifice next action to cast defensive Evocation.
Powers:
Channeling (Spirit) [-2]
Refinement [-2]
Magic:
Foci: Left Bracer (+3 defensive spirit control), Right Bracer (+3 defensive spirit power)
Total Refresh Cost:
-5
Refresh Total:
3