⚖️ PREGENERATED CHARACTER — CLERIC (GENESYS FANTASY)
Species: Human Archetype: Human (2 wound threshold bonus, 1 non-career skill rank at creation) Career: Priest Motivation:Faith / Redemption / Service to others Total XP: 100 (spent)
⚙️ CHARACTERISTICS
Characteristic
Value
Notes
Brawn
2
Physical strength, melee base
Agility
2
Ranged and coordination
Intellect
3
Spellcasting and knowledge
Cunning
2
Deception, streetwise
Willpower
3
Divine casting, resilience
Presence
3
Leadership, negotiation
❤️ STATS
Stat
Value
Description
Soak Value
3
Chain shirt (2) + Brawn (2) − rounding
Wound Threshold
12
10 + Brawn (2)
Strain Threshold
13
10 + Willpower (3)
Defense (Melee/Ranged)
0 / 0
Shield optional (add +1 melee)
🧠 SKILLS
Skill
Career?
Rank
Dice Pool
Divine
✓
2
2Y + 1G (based on Willpower 3)
Medicine
✓
1
1Y + 2G
Negotiation
✓
1
1Y + 2G
Discipline
✓
1
1Y + 2G
Knowledge (Religion)
✓
1
1Y + 2G
Melee (Light)
✓
1
1Y + 2G
🛡️ EQUIPMENT
Mace: Damage 5, Crit 5, Range [Engaged], +1 advantage to knockdown
Light Chain Shirt: Soak +2
Holy Symbol: Focus for Divine spells (reduces difficulty by 1 for Bless/Heal type spells)
All spells use Divine (Willpower 3, Rank 2 ⇒ base pool 2Y+1G).
Unless stated otherwise, difficulty = 2 purple (♦♦).
Use additional purple or add setback (black) if situationally difficult or targets resist.
🔹 Heal
Action: Restore wounds equal to successes.
Difficulty: ♦♦ (within short range)
Special: Each advantage heals 1 strain from the target.
Triumph: Also removes a critical injury (if applicable).
🔹 Bless
Action: Target ally gains +1 Boost (blue) die to their next two checks.
Difficulty: ♦♦
Duration: 1 round + 1 per advantage spent.
Triumph: Applies to entire party in short range.
🔹 Smite
Action: Channel radiant energy through your weapon or holy symbol.
Advantage: 1 adv inflicts Burn 2 or Disorient 1 for 1 round.
Triumph: Knock target prone or blind for 1 round.
🔹 Ward
Action: Create a short-range shield of divine light.
Difficulty: ♦♦
Effect: Choose one creature in short range (including self). They gain +1 melee and ranged Defense until the end of the next round.
Advantage: Extend to one extra ally per 2 adv.
Triumph: Reduce difficulty of their next Fear/Discipline check.
🔹 Repel Undead
Action: Radiate divine power against undead within medium range.
Difficulty: ♦♦♦
Effect: Each undead resists with Discipline; failure means they flee or cower.
Advantage: 2 adv grants strain recovery to allies.
Triumph: One undead is destroyed outright if silhouette ≤1.
⚡ SPELL ADVANTAGE OPTIONS
Advantage
Result
1 Advantage
Remove 1 Strain from self or ally; add 1 Boost die to next ally’s check.
2 Advantage
Extend spell duration by 1 round; affect 1 additional target at short range.
3 Advantage
Upgrade the effect (heal more wounds, stronger light, longer blessing).
Triumph
Exceptional divine effect — remove a critical injury, banish undead, or invoke a minor miracle (GM discretion).
Despair
Backlash: caster suffers 2 strain, holy symbol flickers, or small collateral effect occurs.
🧩 TALENTS
Dedication (Willpower) – Increased to 3 (already reflected above).
Surge of Faith (Tier 2): Once per encounter, may suffer 2 strain to add +1 Success to a Divine check.
Healer (Tier 1): When healing an ally, recover 1 strain.
🗡️ PREGENERATED CHARACTER — THIEF (GENESYS FANTASY)
Species: Human Archetype: Human (2 wound threshold bonus, 1 free non-career skill rank) Career: Thief / Scoundrel Motivation:Freedom, Greed, or Redemption Total XP: 100 (spent)
⚙️ CHARACTERISTICS
Characteristic
Value
Notes
Brawn
2
Average strength
Agility
3
Stealth, melee finesse, and ranged accuracy
Intellect
2
Problem-solving, traps
Cunning
3
Deception, Skulduggery
Willpower
2
Mental resistance
Presence
2
Charm and social maneuvering
❤️ STATS
Stat
Value
Description
Soak Value
2
Leather armor + Brawn
Wound Threshold
12
10 + Brawn (2)
Strain Threshold
12
10 + Willpower (2)
Defense (Melee/Ranged)
0 / 1
Light armor, evasive stance
🧠 SKILLS
Skill
Career?
Rank
Dice Pool
Stealth
✓
2
2Y + 1G
Skulduggery
✓
2
2Y + 1G
Coordination
✓
1
1Y + 2G
Melee (Light)
✓
1
1Y + 2G
Deception
✓
1
1Y + 2G
Perception
✓
1
1Y + 2G
Ranged (Light)
✓
1
1Y + 2G
🧤 EQUIPMENT
Twin Daggers: Damage 4, Crit 3, Range [Engaged], Accurate 1, Pierce 1
Shortbow: Damage 5, Crit 3, Range [Medium], Inaccurate 1
Leather Armor: Soak +1
Thieves’ Tools: +1 Boost (blue) to Skulduggery when disarming traps or locks
Cloak with Hood, 2 days’ rations, rope & grappling hook
🎯 TALENTS
Quick Strike (Tier 1): Add +1 Boost to combat checks against any target that hasn’t acted yet this encounter.
Dodge (Tier 1): Suffer 1 strain to upgrade the difficulty of a melee or ranged attack once per round.
Stalker (Tier 1): Add +1 Boost to all Stealth checks.
💥 COMBAT NOTES
Dual Wielding: May attack with both daggers (add +1 Difficulty, spend 2 Advantage to hit with the second weapon).
Bow Attacks: Ideal for striking from cover — +1 Boost if unseen.
Sneak Attack Flavor: If attacking a distracted or unaware target, deal +1 Damage per Success (GM’s call, to reward tactics).
🧩 UTILITY & SKILL USES
Situation
Skill
Example
Pick lock / disarm trap
Skulduggery (2Y+1G) vs ♦♦ or ♦♦♦
Each Advantage reduces time; 3 Advantage avoids trap trigger
Sneak silently / hide
Stealth (2Y+1G) vs target’s Vigilance
Each Success narrows detection range
Climb, tumble, balance
Coordination (1Y+2G)
1–2 Advantage = reduced strain or silent landing
Spot or hear danger
Perception (1Y+2G)
2 Advantage = learn type of threat
Lie, distract, or fast-talk
Deception (1Y+2G)
Triumph = they fully believe you
🎲 ADVANTAGE OPTIONS (for attacks or actions)
Advantage
Result
1
Recover 1 strain OR add +1 Boost to next ally’s check
2
Perform a free Maneuver (draw weapon, move, reload)
2
Add +1 Setback (black) to enemy’s next check
3
Gain superior position, bypass lock without trace, or deal +1 Crit damage if attack hit
Triumph
Perfect stealth, instant knockout, or critical shot to vital spot
Despair
Alarm triggered, noise made, or weapon slips/falls
🔮 PREGENERATED CHARACTER — MAGIC USER (GENESYS FANTASY)
Species: Human Archetype: Human (2 Wounds bonus, 1 free non-career skill rank) Career: Mage Motivation:Knowledge, Curiosity, or Power Total XP: 100 (spent)
⚙️ CHARACTERISTICS
Characteristic
Value
Notes
Brawn
2
Baseline physical power
Agility
2
Balance, reflex
Intellect
4
Spellcasting and lore
Cunning
2
Deception, insight
Willpower
3
Mental fortitude, strain pool
Presence
2
Charisma
❤️ STATS
Stat
Value
Description
Soak Value
2
Robes + Brawn
Wound Threshold
12
10 + Brawn (2)
Strain Threshold
13
10 + Willpower (3)
Defense (Melee/Ranged)
0 / 0
Can add 1 with Shield spell
🧠 SKILLS
Skill
Career?
Rank
Dice Pool
Arcana
✓
2
2Y + 2G (Intellect 4)
Knowledge (Lore)
✓
1
1Y + 3G
Discipline
✓
1
1Y + 2G
Perception
✓
1
1Y + 2G
Charm
✓
1
1Y + 2G
Ranged (Light)
✗
1
1Y + 2G
🪄 EQUIPMENT
Arcane Focus / Staff: Damage 4, Crit 5, Range [Engaged], Defensive 1, Focus for Arcana checks
Robes: Soak +1
Spell Components: Reagents, crystal lens, chalk, small tome
All spells use Arcana (Intellect 4, Rank 2) = 2 Yellow + 2 Green dice.
Unless stated otherwise, base difficulty = ♦♦.
Environmental or range factors may increase difficulty.
🔹 Fire Bolt
Action: Hurl a bolt of flame at a single target.
Difficulty: ♦♦ (short range), add +1 purple for medium.
Effect: Damage = Intellect + Successes (base 4).
Advantage: 2 = target catches fire (Burn 2).
Triumph: Fire explodes—affects all enemies at short range (½ damage).
🔹 Frost Lance
Action: Launch a shard of ice that chills the target.
Difficulty: ♦♦
Effect: Damage = Intellect + Successes, and reduce target’s next action by 1 die if any Successes scored.
Advantage: 2 = Target slowed; upgrade difficulty of next check.
Triumph: Target immobilized for one round.
🔹 Arcane Shield
Action: Creates a shimmer of energy around the caster or ally.
Difficulty: ♦♦
Effect: +1 melee and ranged Defense until end of next round.
Advantage: 2 = Extend to one additional target.
Triumph: Lasts two full rounds or negates one hit.
🔹 Detect Magic
Action: Sense magical effects or illusions nearby.
Difficulty: ♦
Effect: Reveal magical presences within medium range.
Advantage: Learn nature of magic (school/type).
Triumph: Locate the exact source or weak point.
🔹 Thunderwave
Action: Shockwave bursts from caster in short range.
Difficulty: ♦♦♦
Effect: All creatures in short range take damage equal to Intellect + Successes and must pass a Resilience check or be knocked prone.
Advantage: 2 = Push enemies to medium range.
Triumph: Stun for one round.
⚡ SPELL ADVANTAGE OPTIONS
Advantage
Result
1
Remove 1 strain from caster or ally; add +1 Boost die to ally’s next check
2
Increase damage or healing by +1; extend spell duration
Defensive Stance (Tier 1): Once per round, suffer strain ≤ ranks to increase melee defense by that number for one round.
Bodyguard (Tier 2): Once per round, as an incidental, may suffer 1 strain to upgrade the difficulty of an attack targeting an engaged ally.
💥 COMBAT OPTIONS
Action
Difficulty
Notes
Basic Attack (Warhammer)
vs enemy’s Melee Defense
Damage = 7 + Successes
Shield Bash
♦♦
Stun or knock target prone (add +1 black to their next check)
Guard Ally (Bodyguard)
—
Use when ally targeted; increases their defense
Charge
♦♦♦ (Athletics)
Close distance + strike in one motion; gain +2 damage if successful
Taunt (Coercion)
vs target’s Discipline
Draw attention or force a foe to attack you instead
🎲 ADVANTAGE OPTIONS (Melee or Defensive Use)
Advantage
Result
1
Recover 1 strain OR add +1 Boost to next ally’s action
2
Knock target back or prone
2
Add +1 Setback (black) to target’s next attack
3
Gain a second free Guard reaction this round
Triumph
Disarm opponent, destroy weapon, or make an intimidating battle cry that terrifies weaker enemies
Despair
Weapon stuck, shield strap breaks, or overextended stance (−1 defense next round)
🧠 ROLEPLAY NOTES
Personality Hooks: Steadfast, stubborn, courageous; dislikes retreat but respects wisdom.
Speech Style: Gruff, to the point, protective of “the squishier ones.”
Ideal Player Fit: Great for anyone who wants clear purpose—front line, protector, shield between allies and danger.
🏹 PREGENERATED CHARACTER — RANGER / SCOUT (GENESYS FANTASY)
Species: Half-Elf Archetype: Half-Elf (free rank in Charm or Survival; +1 strain threshold) Career: Scout / Ranger Motivation:Freedom, Loyalty, or Guardianship of the Wilds Total XP: 100 (spent)
⚙️ CHARACTERISTICS
Characteristic
Value
Notes
Brawn
3
Strong and capable outdoors
Agility
3
Skilled at ranged attacks and dexterity tasks
Intellect
2
Average intelligence
Cunning
2
Situational awareness
Willpower
2
Steady focus
Presence
2
Calm, approachable demeanor
❤️ STATS
Stat
Value
Description
Soak Value
3
Leather armor (1) + Brawn (3)
Wound Threshold
13
10 + Brawn (3)
Strain Threshold
11
10 + Willpower (2) + racial bonus (+1)
Defense (Melee/Ranged)
0 / 0
Light armor; may gain cover bonus outdoors
🧠 SKILLS
Skill
Career?
Rank
Dice Pool
Ranged (Heavy)
✓
2
2Y + 1G
Survival
✓
2
2Y + 1G
Perception
✓
2
2Y + 1G
Stealth
✓
1
1Y + 2G
Athletics
✓
1
1Y + 2G
Charm
✗
1
1Y + 1G
Animal Handling
✓
1
1Y + 2G
🧰 EQUIPMENT
Longbow: Damage 7, Crit 3, Range [Long], Pierce 1
Shortsword: Damage 5, Crit 3, Range [Engaged], Defensive 1