Professional Documents
Culture Documents
Magic WWII
Magic WWII
Magic WWII
Human
Humans are the only race native to Earth, and remain a strong majority. In addition to native
humans, many can trace their ancestry to humans who arrived through the rifts with the other Visitants.
Humans are chiefly notable for an adaptability that can verge on unpredictability. Despite almost five
hundred years to get accustomed to the existence of other sapient races, underground subcultures
rooted in human supremacy lurk among many societies (which has had the ironic side effect of all but
eliminating intra-human racism).
Starting Skills: Humans begin with one rank in each of two different non-career skills. You still cannot
train these skills above rank 2 during character creation.
Ready for Adventure: Once per session as an out-of-turn incidental, a Human may move one Story Point
from the Game Master’s pool to the players’ pool.
Elf
Elves are the most insular of the Visitants. They generally keep to their own cities, often
constructed deep in the forests. Despite this, they are far from difficult to find, and many are more than
happy to mingle and interact with other races. Elves tend to be slightly above human height and are
often slender and agile.
Starting Experience: 90 XP
Subraces
CITY ELF
City elves are those that have chosen to live among other cultures. While they still generally
have their own enclaves in other peoples’ cities, they are the most comfortable dealing with outsiders.
Starting Skills: City Elves begin with one rank in Streetwise. You still cannot train their Streetwise above
rank 2 during character creation.
Nimble: Elves have a melee and ranged defense of 1.
WOOD ELF
Wood Elves live in communities of their own far from others, especially in the deep forests that
give them their name. While outsiders are not exactly forbidden from Wood Elf cities, they are not
welcomed either. Wood Elves who leave their homelands find themselves much in demand for their
knowledge of natural lore.
Starting Skills: Wood Elves begin with one rank in Survival. You still cannot train their Survival above
rank 2 during character creation.
Dwarf
Dwarves are industrious and sociable. They prefer large cities, where they can find plenty of
customers for the craftwork that they are renowned for. While shorter than Humans or Elves, Dwarves
are often heavyset and are renowned for both their physical and mental toughness.
Starting Experience: 90 XP
Subraces
MOUNTAIN DWARF
Mountain Dwarves reside in great cities carved out of the living stone of mountains. Many
rugged ranges are most easily crossed through the great tunnels that connect Dwarven cities to either
side, bringing a constant flow of visitors. Mountain Dwarves are as comfortable in the darkness beneath
the earth as in the light above the surface.
Starting Skills: Mountain Dwarves begin with one rank in Resilience. You still cannot train their
Discipline above rank 2 during character creation.
Dark Vision: When making skill checks, Mountain Dwarves remove up to 2 Setback imposed due to
darkness.
Tough as Nails: Once per session, a Dwarf may spend a Story Point as an out-of-turn incidental
immediately after suffering a Critical Injury and determining the result. If they do so, they count the
result rolled as “01.”
VALLEY DWARF
Dwarves that choose to live away from their mountain cities are known as Valley Dwarves.
Valley Dwarves are most often found among the greatest cities of other races, where the quality of their
products, and the prices they charge, have become legendary.
Starting Skills: Valley Dwarves begin with one rank in Negotiation. You still cannot train their
Negotiation above rank 2 during character creation.
Stubborn: Valley Dwarves add 1 Setback to social skill checks targeting them.
Tough as Nails: Once per session, a Dwarf may spend a Story Point as an out-of-turn incidental
immediately after suffering a Critical Injury and determining the result. If they do so, they count the
result rolled as “01.”
Orc
Orcs are tall, burly Visitants with great capacity for strength. Despite their reputation for
brutality, Orcs tend not to be any more inclined to evil than the people of other races. They often take a
casual approach to violence, however, and their rough behavior does a lot to reinforce their reputation
as savages.
Subraces
PLAINS ORC
Plains Orcs prefer to live the nomadic existences their ancestors led before coming to Earth.
While they can be found throughout the world, their tribes usually congregate in the open plains of
North America and Africa. While by no means primitive, Plains Orcs enjoy hunting with hand weapons
and often have a terrifying appearance.
Starting Skills: Plains Orcs begin with one rank in Coercion. You still cannot train their Coercion above
rank 2 during character creation.
Battle Rage: When making a melee attack, a Plains Orc can choose to add 1 Setback to the check to add
+2 to the damage dealt by one hit of that attack.
STONE-DWELLER ORC
Stone-Dweller Orcs dwell in cities and are the most familiar of their race to outsiders. Their
strength and quick reaction time puts them in high demand as security guards and police officers,
although they still carry a hot-blooded streak that can easily lead to trouble in those roles.
Starting Skills: Stone-Dweller Orcs begin with one rank in Cool. You still cannot train their Cool above
rank 2 during character creation.
Hot Tempered: While a Stone-Dweller Orc’s strain exceeds half of their strain threshold, they add 2
Setback to all social skill checks and add 1 to the damage of one hit of each melee attack they make.
WILDERNESS ORC
The most reclusive of their kind, Wilderness Orcs tend to live in small villages deep in the most
inhospitable areas. Travelers from all over the world seek to study their alchemical recipes handed
down from before the first Orcs came to Earth. Some Wilderness Orcs go out into the world seeking
adventure or wealth, but most are content to lead quiet, isolated lives.
Starting Skills: Wilderness Orcs begin with one rank in Alchemy. You still cannot train their Alchemy
above rank 2 during character creation.
Tenacious: After a Wilderness Orc hits a character with a successful combat check, they add 1 Boost to
combat checks targeting the same character until the end of the encounter.
Gnome
Gnomes are the most numerous of Visitants. These diminutive, silver-tongued folk can be found
everywhere, and while they have very few communities of their own they have a knack for fitting in
among other races as though born to them.
1 Br 2 Ag 2 Int 3 Cun 1 Will 3 Pr
Starting Experience: 90 XP
Subraces
BURROW GNOME
Despite the name, Burrow Gnomes aren’t actually particularly given to living underground.
Rather, it’s a nickname for those Gnomes who prefer to live in one place. Burrow Gnomes tend to be on
a first-name basis with everyone who lives nearby. They’re very protective of their homes, and it’s quite
common to see a disproportionate number of Gnomes in a community’s military reserves or militia.
Starting Skills: Burrow Gnomes begin with one rank in Charm and one rank in Resilience. You still
cannot train their Charm or Resilience above rank 2 during character creation.
Militia Training: Burrow Gnomes add 1 Boost to all combat checks that target characters who have a
larger silhouette than they do.
WANDERER GNOME
Some Gnomes are struck by a desire to wander the world, meeting new people and seeing new
things. Between their natural friendliness and a knack for sneaking, Wanderer Gnomes have an uncanny
ability to get where they want to go regardless of who doesn’t want them there. Wanderer Gnomes are
often considered ‘lovable rogue’ types in popular imagination.
Starting Skills: Wanderer Gnomes begin with one rank in Charm and one rank in Stealth. You still
cannot train their Charm or Stealth above rank 2 during character creation.
Tricksy: Once per encounter during their turn, a Wanderer Gnome may use this ability and spend a Story
Point to produce a previously undocumented small item (encumbrance 1 or less) with a rarity no greater
than 4 from a pocket, bag, pouch, nearby windowsill, or other convenient location—even if there is no
logical explanation for the item’s presence. This item cannot be a weapon unless the weapon has the
Limited Ammo 1 quality.
Careers
Aerial Cavalry
Career Skills: Cool, Driving, Gunnery, Medicine, Perception, Riding, Ranged (Light), Vigilance
Artificer
Career Skills: Alchemy, Discipline, Knowledge (Education), Knowledge (Supernatural), Mechanics,
Perception, Ranged (Heavy), Spellcraft
Entertainer
Career Skills: Charm, Coordination, Deception, Discipline, Leadership, Melee, Skulduggery, Stealth
Envoy
Career Skills: Charm, Cool, Deception, Knowledge (Education), Leadership, Melee, Negotiation, Vigilance
Explorer
Career Skills: Athletics, Brawl, Coordination, Deception, Perception, Ranged (Heavy), Stealth, Survival
Hacker
Career Skills: Computers, Discipline, Knowledge (Education), Mechanics, Perception, Spellcraft,
Streetwise, Vigilance
Leader
Career Skills: Charm, Coercion, Cool, Discipline, Leadership, Melee, Negotiation, Perception
Mage
Career Skills: Arcana, Coercion, Cool, Discipline, Knowledge (Lore), Knowledge (Supernatural),
Perception, Vigilance
Medic
Career Skills: Cool, Discipline, Knowledge (Education), Medicine, Melee, Resilience, Survival, Vigilance
Primalist
Career Skills: Alchemy, Brawl, Discipline, Knowledge (Lore), Medicine, Melee, Primal, Survival
Scoundrel
Career Skills: Charm, Cool, Coordination, Deception, Ranged (Light), Skulduggery, Stealth, Streetwise
Scout
Career Skills: Knowledge (Education), Knowledge (Supernatural), Perception, Ranged (Light), Driving,
Stealth, Survival, Vigilance
Soldier
Career Skills: Athletics, Brawl, Coercion, Melee, Perception, Ranged (Heavy), Survival, Vigilance
Spell Warrior
Career Skills: Arcana, Brawl, Cool, Coercion, Discipline, Melee, Resilience, Vigilance
Skills
General Skills
Alchemy (Int)
Combat Skills
Brawl (Br)
Athletics (Br)
Gunnery (Ag)
Computers (Int)
Melee (Br)
Cool (Pr)
Ranged (Heavy) (Ag)
Coordination (Ag)
Ranged (Light) (Ag)
Discipline (Will)
Driving (Ag)
Mechanics (Int) Social Skills
Medicine (Int) Charm (Pr)
Operating (Int) Coercion (Will)
Perception (Cun) Deception (Cun)
Resilience (Br) Leadership (Pr)
Riding (Ag) Negotiation (Pr)
Skulduggery (Cun)
Stealth (Ag) Knowledge Skills
Streetwise (Cun) Knowledge (Supernatural)
Survival (Cun) Knowledge (Education)
Vigilance (Will) Knowledge (Lore)
Magic Skills*
Arcana (Int)
Primal (Cun)
Spellcraft (Int)
*A magic skill cannot be used or increased unless it is a career skill or you have at least one rank
New Skills
Alchemy: Used to concoct, identify, and analyze drugs, poisons, potions, and elixirs
Arcana: Used to bend magic to your will through study and practice
Driving: Equivalent to Piloting (Planetary) in Star Wars; used to control any ground-based vehicles
Operating: Used to control large, crew-served vehicles such as ships
Primal: Used to tap into naturally-occurring magical forces
Riding: Used when riding animals
Spellcraft: Used to create, modify, or ‘hack’ magical artifacts
Talents
prone and move them up to one range band
Tier 1 (5 XP) away from your character.
Apothecary
Tier: 1
Activation: Passive
Challenge!
Ranked: Yes Tier: 1
When a patient under your character’s care Activation: Active (Maneuver)
heals wounds from natural rest, they heal Ranked: Yes
additional wounds equal to twice your Once per encounter, your character may use
character’s ranks in Apothecary. this talent to choose a number of adversaries
within short range no greater than your
character’s ranks in Challenge! (a minion group
Bar Brawler counts as a single adversary for this purpose).
Tier: 1 Until the encounter ends or your character is
Activation: Passive incapacitated, these adversaries add 1 Boost to
Ranked: No combat checks targeting your character and 2
Your character adds 1 Advantage to Brawl Setback to combat checks targeting other
checks and combat checks using improvised characters.
weapons.
Clever Retort
Bought Info Tier: 1
Tier: 1 Activation: Active (Out of Turn Incidental)
Activation: Active (Action) Ranked: No
Ranked: No Once per encounter, your character may use
When making any knowledge skill check, your this talent to add automatic 2 threat to another
character can instead use this talent to spend character’s social skill check.
$50 times the difficulty of the check and
automatically succeed on the knowledge check Desperate Recovery
with one uncancelled Success (instead of Tier: 1
rolling). At your GM’s discretion, your character Activation: Passive
may not be able to use Bought Info if the Ranked: No
information is particularly sensitive or difficult Before your character heals strain at the end of
to find, or buying it doesn’t make narrative an encounter, if their strain is more than half of
sense. their strain threshold, they heal two additional
strain.
Bullrush
Tier: 1 Duelist
Activation: Active (Incidental) Tier: 1
Ranked: No Activation: Passive
When your character makes a Brawl or Melee Ranked: No
combat check after using a maneuver to engage Your character adds 1 Boost to their melee
a target, you may spend 3 Advantage or 1 combat checks while engaged with a single
Triumph to use this talent to knock the target opponent. Your character adds 1 Setback to
their melee combat checks while engaged with Once per round, your character may use this
three or more opponents. talent to perform a ranged combat check
against one non-vehicle target within range of
Durable the weapon used. If the check is successful,
Tier: 1 halve the damage inflicted by the attack (before
Activation: Passive reducing damage by the target’s soak). The
Ranked: Yes target is immobilized until the end of its next
Your character reduces any Critical Injury result turn.
they suffer by 10 per rank of Durable, to a
minimum of 01. Jump Up
Tier: 1
Elementalist Activation: Active (Incidental)
Tier: 1 Ranked: No
Activation: Passive Once per round during your character’s turn,
Ranked: No your character may use this talent to stand
When your character purchases this talent, from a prone or seated position as an
choose one of the following attack spell effects incidental.
(and the element associated with it): Fire (fire),
Ice (water), Impact (earth), or Lightning (air). Knack for It
Whenever your character casts an Attack spell, Tier: 1
they always add the chosen effect to the spell Activation: Passive
without increasing the difficulty. However, they Ranked: Yes
may never add any of the other three effects to When you purchase this talent for your
a spell they cast. character, select one skill. Your character
removes 2 Setback from any checks they make
Forager using this skill.
Tier: 1 Each additional time you purchase this
Activation: Passive talent for your character, select two additional
Ranked: No skills. Your character also removes 2 Setback
Your character removes up to 2 Setback from from any checks they make using those skills.
any skill checks they make to find food, water, You cannot select combat or magic skills when
or shelter. Checks to forage or search the area choosing skills for this talent.
that your character makes take half the time
they would normally. Know Somebody
Tier: 1
Grit Activation: Active (Incidental)
Tier: 1 Ranked: Yes
Activation: Passive Once per session, when attempting to purchase
Ranked: Yes a legally available item, your character may use
Each rank of Grit increases your character’s this talent to reduce its rarity by one per rank of
strain threshold by one. Know Somebody.
Retribution
Tier: 5
Activation: Active (Out of Turn Incidental)
Ranked: No
Once per round when an adversary attacks an
ally within medium range, your character may
spend one Story Point to use this talent to
automatically hit that enemy once with a
weapon your character is wielding, if the enemy
is within the weapon’s range. This hit deals the
weapon’s base damage, plus any damage from
applicable talents or abilities.