Adversaries Anthology v2.2.0.pdf

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Compiled By

CREDITS

Graphic Design and Layout

DrainSmith

DrainSmith

Cover Art

Special Thanks

AndreeWallin (https://andreewallin.deviantart.com/art/ Dragon-vs-soldiers-120003037)

Korlall

CONTENTS

Fantasy................................................................................1 Science Fiction.................................................................33 Modern.............................................................................63 Steampunk........................................................................64

Space Opera......................................................................66 Weird War.........................................................................67 Appendix I........................................................................69

SOURCES LEGEND ADS...........................Androids, Drones, and Synthetics Adversary Deck GCRB......................................................................Genesys Core Rulebook HC........................................GenCon 2017 Adventure The Haunted City RMC.............................. Runners, Mercs, and Criminals Adversary Deck

ROT................................................................................Realms of Terrinoth SotB....................................................... Android: Shadow of the Beanstalk UC.................................................................. Undercity (Android Novella)

Document Version 2.2.0 This is a fan publication and is not produced by Fantasy Flight Games. © 2017 Fantasy Flight Games. Genesys is a trademark of Fantasy Flight Games. Fantasy Flight Games and the FFG logo are registered trademarks of Fantasy Flight Games.

If you have problems, questions, or feedback about this document, please contact me at reddit.com/u/Drainsmith or on Discord as DrainSmith#0001

ii

Adversaries anthology GENESYS

FANTASY Ancient Dragon (Nemesis) 5

4

Brawn

Agility

5 Intellect

4

5

Cunning

Willpower

Soak Value

w. Threshold

S. Threshold

8

45

34

4 Presence

M/r Defense

0

0

Skills: Arcana 4 (llllk), Brawl 4 (llllk), Charm 3 (lllk), Coercion 4 (llllk), Cool 3 (lllk), Discipline 4 (llllk), Ranged 4 (llll), Resilience 4 (llllk), Runes 4 (llllk), Vigilance 3 (lllkk). Talents: • Adversary 2: Upgrade the difficulty of combat checks targeting this character twice. • Swift: A dragon does not spend additional maneuvers to move through difficult terrain.

Equipment: • Fiery breath: Ranged; Damage 16; Critical 3; Range Medium; Blast 16, Burn 3, Prepare 1 • Claws: Brawl; Damage 17; Critical 2; Range Engaged; Knockdown, Sunder, Vicious 5 Source: ROT p. 195

Assassin (Nemesis) 2

4

3

4

2

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

2

12

14

M/r Defense

4

3

Skills: Cool 2 (ll), Coordination 3 (lllk), Deception 3 (lllk), Medicine 2 (llk), Melee (Light) 2 (llkk), Perception 2 (llkk), Ranged 2 (llkk), Skulduggery 3 (lllk), Stealth 4 (llll), Vigilance 3 (llk). Talents: • Adversary 1: Upgrade the difficulty of checks targeting this enemy once. • Backstab: May target an unaware target with a combat check using a Melee (Light) weapon and the Skulduggery skill instead of the Melee (Light) skill. If successful, the attack deals +2 damage per s, instead of +1. • Precision Strikes: Use Cunning in place of Brawn for Brawl and Melee (Light) checks.

Abilities: • Claw Sweep: A dragon may spend a from a Brawl check to hit an additional engaged opponent that would be no more difficult to attack than the original target, dealing base damage +1 damage per s. • Flyer: Can fly; see page 100 of the Genesys Core Rulebook. • Silhouette 4 • Terrifying: At the start of the encounter, all of their Abilities: opponents must make a Daunting (kkkk) fear • Lightning Draw: May draw or sheathe a dagger or check as an out-of-turn incidental, as per page 243 similar small weapon as an incidental; there is no of the Genesys Core Rulebook. If there are multiple limit to how many weapons an assassin can ready sources of fear in the encounter, the opponents only this way per turn. make one fear check against the most terrifying en• Poisoner: As an incidental, may apply poison to all emy. weapons. A character wounded by a poisoned weapSpells: Ancient dragons can use any magic actions alon must make a Hard (kkk) Resilience check as an lowed for the Arcana and Runes skills, and may select out-of-turn incidental or suffer 4 additional wounds, additional effects as normal. The spells they use most ofand must check again on their next turn if the check ten are the following: generates d. • Unbind Spell: The dragon chooses a target within • Vanish: After performing a check, may spend aa short range that is under the effects of a spell and or t to hide from all other characters in the enmakes a Hard (kkk) Arcana check. If the check is counter. successful, the spell effects on the target end. Equipment: • Words of Unmaking: The dragon chooses one mag• Scimitar: Melee (Light); Damage 6; Critical 2; Range ic item (including a magic weapon and armor or (Engaged); Defensive 1 runebound shard within medium range and make • Two katars: Melee (Light); Damage 5; Critical 2; an Daunting (kkkk) Arcana check. If successful, Range Engaged; Accurate 1 until the beginning of the dragon’s next turn that • Three daggers: Ranged; Damage 5; Critical 3; Range item loses its magical ability and becomes a mun(Short); Accurate 1; Limited Ammo 3 dane gem, suit of armor, sword, rock, etc. The dragon may maintain this spell by performing the con- • Bow: Ranged; Damage 7; Critical 3; Range Medium; Unwieldy 2 centrate maneuver. • A variety of concealing cloaks. Source: ROT p. 247

Adversaries anthology

GENESYS

1

Aymhelin Scion (Rival)

Barghest (Rival)

4

3

2

3

2

3

4

3

1

2

3

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

5

18

M/r Defense

0

0

Skills: Cool 2 (llk), Discipline 2 (ll), Brawl 3 (lllk), Resilience 4 (llll) Talents: • Adversary 1: Upgrade the difficulty of checks targeting this enemy once. • Swift: An Aymhelin Scion does not perform extra maneuvers to move through difficult terrain. Abilities: • Cage of Roots: Once per round after a character moves within medium range of the Aymhelin Scion, the Aymhelin Scion may perform an out-of-turn incidental to immobilize that character for the remainder of the encounter. As an action an immobilized character can attempt a Hard (kkk) Athletics check on their turn to no longer be immobilized. • Silhouette 2 Equipment: • Limbs: Brawl; Damage 8; Critical 4; Range Engaged; Knockdown. Source: ROT p. 178

Bane Spider (Rival) 4

3

1

2

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

5

16

M/r Defense

0

0

Abilities: • Skitter: Can move across walls, ceilings, and giant spider webs without penalty. Equipment: • Venomous fangs: Brawl; Damage 5; Critical 3; Range (Engaged); Burn 2, Pierce 3. • Acid Spit: Ranged; Damage 4; Critical 4; Range (Short); Burn 2, Pierce 3 or • Webbing: Ranged; Damage 1; Critical 6; Range (Short); Ensnare 3. Source: GCRB p. 147

Adversaries anthology GENESYS

w. Threshold

5

13

M/r Defense

0

0

Skills: Athletics 2 (llkk), Brawl 2, (llkk), Perception 3 (llk), Resilience 3 (lllk), Vigilance 2 (llk). Talents: • Swift: A barghest does not spend additional maneuvers to move through difficult terrain. Abilities: • Maul: A barghest adds jj to Brawl checks against prone or immobilized targets. • Terrifying: At the start of the encounter, all of its opponents must make a Hard (kkk) fear check as an out-of-turn incidental, as per page 243 of the Genesys Core Rulebook. If there are multiple sources of fear in the encounter, the opponents only make one fear check against the most terrifying enemy. • Undead: Does not need to breathe, eat, or drink, and can survive underwater; immune to poisons and toxins. Equipment: • Claws and Fangs: Brawl; Damage 6; Critical 3; Range (Engaged); Knockdown, Vicious 1. Source: ROT p. 163

Skills: Brawl 2 (llkk), Cool 2 (lk), Coordination 2 (llk), Ranged 1 (lkk), Stealth 2 (llk), Vigilance 3 (lkk). Talents: • None.

2

Soak Value

Baronial Knight (Rival)

Berserker (Minion)

3

2

2

2

3

3

3

2

1

2

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

5

16

M/r Defense

4

Soak Value

w. Threshold

3

5

3

Skills: Athletics 2 (llk), Discipline 2 (llk), Leadership 1 (lkk), Melee (Light) 3 (lll), Resilience 2 (llk), Riding 3 (llk), Vigilance 2 (llk). Talents: • None.

M/r Defense

0

0

Skills: Brawl, Melee (Light), Resilience, Survival. Talents: • None.

Abilities: • None. Equipment: • Sword: Melee (Light); Damage 6; Critical 2; Range (Engaged); Defensive 1. • Lance: Melee (Light); Damage 9; Critical 3; Range (Engaged); Knockdown; a lance can only be used while mounted and can only be used to attack immediately after performing a maneuver to engage the target. • Large Shield: Melee (Light); Damage 4; Critical 5; Range (Engaged); Defensive 2, Deflection 2, Inaccurate 2, Knockdown. • Plate Armor: +2 soak, +1 defense. • War Mount: see RoT page 105.

Abilities: • Bone Spurs: A berserker who is targeted by a melee combat check may spend hhh or d to cause the attacker to suffer 3 wounds. • A Good Death: As an incidental, at the start of its turn a minion group of berserkers that is engaged with an enemy may remove a member of its group as a casualty to add +6 damage to the minion group’s attack in that turn. Equipment: • Two Bone Blades: Melee (Light); Damage 6; Critical 4; Range (Engaged). Source: ROT p. 213

Source: ROT p. 150

Beastman (Minion) 3

2

1

2

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

3

6

M/r Defense

0

0

Skills: Brawl, Perception, Vigilance. Talents: None. Abilities: • Bestial Rage: A beastman or beastman minion group that has taken damage reduces the Critical rating of its attacks to 1. Equipment: • Fangs and Claws: Brawl; Damage 6; Critical 3; Range (Engaged). Source: GCRB p. 147

Adversaries anthology

GENESYS

3

Bloodsister And Nightseer (Nemesis) 2

2

4

3

4

4

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

3

17

17

M/r Defense

0

0

Skills: Divine 3 (lllk), Coercion 3 (lllk), Cool 2 (llkk), Knowledge (Forbidden) 4 (llll), Melee (Light) 1 (lk). Talents: • Adversary 1: Upgrade the difficulty of combat checks targeting this character once. • Dark Insight: Use Knowledge (Forbidden) to determine spell effects. Abilities: • Telepathic Bond: A bloodsister can perform an incidental once per round to add j to the next check made by all other Uthuk Y’llan in the encounter. • Telepathic Domination: A bloodsister or nightseer may attempt to telepathically dominate a foe once per encounter as an action, making an opposed Coercion vs. Discipline check targeting one character in short range; if successful, the target is immobilized for 1 round per s, and the bloodsister may spend t to stagger the target for 1 round. • Dreamwalker: Once per session, a nightseer can spend a Story Point to either re-roll the dice pool after making a check, or to force a PC to re-roll the dice pool after the PC makes a check. Spells: Bloodsisters and nightseers can choose any magic action allowed for the Divine skill, and may select additional spell effects as normal. The spells they use most often are the following: • Bone Eruption: Select one target at short or medium range make a Hard (kkk) Divine check. If the check is successful, this magic attack inflicts 8 damage, +1 damage per s, with the Pierce 4, Sunder, and Vicious 4 qualities, and with a Critical Rating of 2. • Exsanguinate: Select one target at short or medium range for this curse and make a Hard (kkk) Divine check. If the check is successful, until the end of the witch’s next turn, the target deceases the ability of any skill checks they make by one and suffers one additional wound each time they suffer wounds. The witch can maintain these effects with the concentrate maneuver.

4

Adversaries anthology GENESYS

Equipment: • Bone staff: +4 damage to magic attacks; the first Range effect added does not increase difficulty; when used to cast a spell that inflicts 1 or more wounds, caster heals 1 wound. • Leather Armor: +1 soak. Source: ROT p. 213

Brigand Leader (Rival) 3

3

2

2

2

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

4

14

M/r Defense

1

1

Skills: Cool 2 (ll), Leadership 1 (lk), Ranged 2 (llk), Melee (Light) 2 (llk). Talents: • None. Abilities: • None. Equipment: • Axe: Melee (Light); Damage 6; Critical 3; Range (Engaged); Vicious 1. • Bow: Ranged; Damage 7; Critical 3; Range (Medium); Unwieldy 2. • Shield: Melee (Light); Damage 3; Critical 6; Range (Engaged); Defensive 1, Deflection 1, Inaccurate 2, Knockdown. • Padded Armor: +1 soak. Source: HC p. 2

Brigand (Minion)

City Guard (Rival)

3

3

2

2

2

2

3

2

2

2

2

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

4

14

M/r Defense

1

Soak Value

w. Threshold

4

13

1

Skills: Cool, Melee (Light), Ranged.

M/r Defense

2

1

Skills: Discipline 1 (lk), Melee (Light) 2 (llk), Perception 1 (lk), Vigilance 1 (lk).

Talents: • None.

Talents: • None.

Abilities: • None. Equipment: • Mace: Melee (Light); Damage 6; Critical 4; Range (Engaged). Source: HC p. 2

Carnivorous Flora (Rival) 2

2

1

1

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

2

12

M/r Defense

0

0

Skills: Brawl 3 (llk), Resilience 2 (ll), Stealth 4 (llkk). Talents: • None. Abilities: • Drag: a carnivorous flora can use a maneuver to move a target affected by its thorny vines’ Ensnare quality to engaged range. • Inconspicuous: a carnivorous flora in a natural environment appears indistinguishable from an ordinary plant; a character can make a Hard (kkk) Perception or Vigilance check to identify a carnivorous flora. • Rooted: a carnivorous flora cannot perform maneuvers to move. • Silhouette 2 • Unexpected Attack: a carnivorous flora that has not been yet been identified as a threat uses Stealth to determine initiative.

Abilities: • None. Equipment: • Militia Spear: Melee (Light); Damage 5; Critical 4; Range (Engaged); Accurate 1. • Shield: Melee (Light); Damage 3; Critical 6; Range (Engaged); Defen-sive 1, Deflection 1, Inaccurate 2, Knockdown. • Leather Armor: +1 soak. Source: HC p. 10

Coachman (Rival) 2

3

2

2

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

3

10

M/r Defense

1

1

Skills: Brawl 1 (lk), Ranged 1 (lkk), Riding 2 (llk), Vigilance 2 (ll). Talents: • None. Abilities: • None. Equipment: • Dagger: Melee (Light) Damage 3; Critical 3; Range (Engaged); Accurate 1. • Padded Armor: +1 soak. Source: HC p. 8

Equipment: • Thorny vines: Brawl; Damage 4; Critical 4; Range (Short); Auto-fire, Ensnare 3. • Snapping jaws: Brawl; Damage 8; Critical 3; Range (Engaged); Vicious 2. Source: ROT p. 258

Adversaries anthology

GENESYS

5

this talent if the original attack incapacitates them.

Danne Bulvert (Rival) 2

3

2

3

1

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

2

12

M/r Defense

0

0

Skills: Cool 2 (ll), Coordination 2 (llk), Deception 2 (llk), Melee (Light) 2 (ll), Skulduggery 3 (lll), Stealth 3 (lll). Talents: • None. Abilities: • None. Equipment: • Dagger: Melee (Light); Damage 3; Critical 3; Range (Engaged); Accurate 1. • Blackjack: Melee (Light); Damage 5; Critical 5; Range (Engaged); Disorient 2, Stun Damage. Source: HC p. 13

Death Knight (Nemesis) 3

3

2

3

3

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

5

20

14

M/r Defense

0

0

Skills: Cool 2 (lk), Discipline 3 (lll), Melee (Heavy) 3 (lll), Melee (Light) 3 (lll), Resilience 2 (llk), Riding 3 (lll). Talents: • Adversary 1: Upgrade the difficulty of combat checks targeting this character once. • Parry 3: When a death knight suffers a hit from a melee combat check, after damage is calculated (but before soak is applied, so immediately after Step 3 of Perform a Combat check on page 102 of Genesys Core Rulebook), they may take a Parry incidental. They suffer 3 strain and reduce the damage dealt by that hit by five. This talent may only be used once per hit and when the death knight is wielding a Melee weapon. • Improved Parry: When a death knight suffers a hit from a melee combat check and uses Parry to reduce the damage from that hit, after the attack is resolved, they may spend hhh or d from the attacker’s check to use this talent. Then, the death knight automatically hits the attacker once with a Brawl or Melee weapon they are wielding. The hit deals the weapon’s base damage, plus any damage from applicable talents or abilities. The death knight can’t use

6

Adversaries anthology GENESYS

Abilities: • Mounted Charge: A mounted death knight adds jj to its first melee attack after performing a maneuver to engage the target in the same turn. • Terrifying: At the start of the encounter, all of their opponents must make a Daunting (kkkk) fear check as an out-of-turn incidental, as per page 243 of the Genesys Core Rulebook. If there are multiple sources of fear in the encounter, the opponents only make one fear check against the most terrifying enemy. • Undead: Does not need to breathe, eat, or drink, and can survive underwater; immune to poisons and toxins. Equipment: • Sword: Melee (Light); Damage 8; Critical 2; Range (Engaged); Defensive 1. • Flail: Melee (Heavy); Damage 9; Critical 3; Range (Engaged); Cumbersome 3, Linked 1, Unwieldy 3. • Battered Armor: +2 soak, +1 defense. • war mount see page 105. Source: ROT p. 164

Deep Elf (Rival) 2

3

2

3

3

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

2

12

M/r Defense

1

1

Skills: Discipline 2 (llk), Knowledge (Forbidden) 3 (llk) , Melee (Light) 3 (llk), Skulduggery 2 (llk), Stealth 3 (lll). Talents: • Dual Wielder: May perform a maneuver to reduce the difficulty of the Deep Elf ’s next combined check to attack with two weapons during their turn by one. Abilities: • Shadow Training: Enemies add j to magic checks targeting a Deep Elf . Equipment: • Two Freezing Blades: Melee (Light); Damage 5; Critical 2; Range (Engaged); Accurate 1, Sunder. Source: ROT p. 190

Deepwood Archer (Minion) 3

3

2

3

2

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

4

4

M/r Defense

1

1

Skills: Cool, Ranged, Perception, Vigilance. Talents: None. Abilities: • Point Blank Shot: When making a Ranged combat check targeting an opponent the Deepwood Archer is engaged with, increase the difficulty once (instead of the twice). Equipment: • Deepwood Longbow: Ranged; Damage 8; Critical 2; Range (Extreme); Accurate 1, Cumbersome 3, Superior, Unwieldy 3. • Leather Armor: +1 soak.

• Tremor: The Dimora chooses one target at short range and makes an Average (kk) Arcana check. If the check is successful, this magic attack inflicts 7 damage, +1 damage per s and the target and all characters engaged with the target are knocked prone. The Dimora can spend a on the check to move the target up to one range band in any direction. • Prison of Stone: The Dimora chooses one target at short range and makes an Average (kk) Arcana check. If the check is successful, this magic attack inflicts 7 damage, +1 damage per s, with the Blast 3 and Ensnare 3 qualities. Equipment: • Stone Blades: Melee; Damage 7; Critical 3; Range (Engaged); Vicious 2. • Stone Fists: Brawl; Damage 5; Critical 3; Range (Engaged); Disorient 2, Knockdown. Source: ROT p. 191

Source: ROT p. 179

Dimora (Nemesis) 4

1

3

2

4

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

6

18

18

M/r Defense

0

0

Skills: Arcana 3 (lll), Brawl 2 (llkk), Cool 3 (lkk), Knowledge (Lore) 3 (lll), Melee (Light) 2 (llkk), Stealth 2 (lk). Talents: • Durable 2: A Dimora reduces any Critical Injury result it suffers by 20, to a minimum of 01. Abilities: • Creature of the Aenlong: A Dimora reduces the difficulty of Arcana checks by one, to a minimum of Easy (k), and increases the base damage of their Attack spells by three. • Stonewalker: A Dimora moves normally through difficult or impassable terrain of stone, soil, or similar materials. • Terrifying: At the start of the encounter, all of their opponents must make a Average (kk) fear check as an out-of-turn incidental, as per page 243 of the Genesys Core Rulebook. If there are multiple sources of fear in the encounter, the opponents only make one fear check against the most terrifying enemy. Spells: The Dimora can choose any magic action allowed for the Arcana skill, and may select additional spell effects, as normal. The spells they use most often are the following:

Adversaries anthology

GENESYS

7

Djinn (Nemesis)

Dragon Hybrid (Rival)

4

3

Brawn

Agility

4 Intellect

5

5

Cunning

Willpower

Soak Value

w. Threshold

S. Threshold

6

25

25

5

4

3

1

2

3

2

Presence

Brawn

Agility

Intellect

Cunning

Willpower

Presence

M/r Defense

1

1

Skills: Arcana 5 (llllk), Brawl 3 (lllk), Charm 3 (lllkk), Cool 3 (lllkk), Deception 4 (llllk), Discipline 4 (llllk), Lore 4 (llll), Melee (Light) 3 (lllk), Negotiation 4 (llllk), Vigilance 3 (lllkk). Talents: • Adversary 3: Upgrade the difficulty of combat checks targeting this character three times. • Ruinous Repartee: As an action, target a character within medium range and make an opposed Charm or Coercion check versus Discipline; if successful, target suffers 10 strain +1 strain per s, and the Djinn heals an equal amount of strain. Abilities: • Airborne: Can fly; see page 100 of the Genesys Core Rulebook. • Shapeshifter: Once per round as an incidental, a Djinn may increase or decrease its silhouette by 1 and change its appearance to that of any character or creature of its current silhouette. Spells: Djinn may use any magic action permitted for the Arcana skill, and may add spell effects as normal. The spells they use most often are the following: • Cyclone: The Djinn chooses one target at up to medium range and make a Hard (kkk) Arcana check. If successful, this magic attack inflicts 4 damage +1 damage per s, with the Disorient 4 and Knockdown qualities. The Djinn can also spend a to move the target up to one range band in any direction. • Twisted Wish: The Djinn chooses one target within short range and make a Daunting (kkk) Arcana check. If successful, until the end of the Djinn’s next turn, each time the target makes a skill check, decrease the ability by one and the Djinn may choose to change any die in the pool not displaying t or d to any other face. The Djinn may sustain these effects with the concentrate maneuver. Equipment: • Conjured Scimitar: Melee (Light); Damage 9; Critical 2; Range (Engaged). • Illusionary Claws: Brawl; Damage 6; Critical 3; Range (Engaged); Vicious 2. Source: ROT p. 248

8

Adversaries anthology GENESYS

Soak Value

w. Threshold

6

15

M/r Defense

1

0

Skills: Brawl 2 (llkk), Coercion 2 (llk), Melee (Heavy) 1 (lkkk), Ranged 2 (lkk), Resilience 2 (llkk), Vigilance 1 (llk) Talents: • Adversary 1: Upgrade the difficulty of combat checks targeting this character once. Abilities: • Draconic Heritage: Dragon hybrids reduce the damage they take from fire and similar sources by 3, Flyer: Can fly; see page 100 of the Genesys Core Rulebook. Equipment: • Greatsword: Melee (Heavy); Damage 8; Critical 2; Range (Engaged); Defensive 1, Pierce 1, Unwieldy 3. • Fiery Breath: Ranged; Damage 6; Critical 3; Range (Short); Blast 6, Burn 1, Prepare 1, Slow-Firing 2, talons Brawl; Damage 5; Critical 3; Range (Engaged); Vicious 1. • Scale Armor: +2 soak. Source: ROT p. 151

Dwarf Ancestral Specter (Rival)

Dwarven Dragon Hunter (Nemesis)

3

3

2

3

4

2

4

2

2

3

4

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

4

14

M/r Defense

3

2

Skills: Discipline 3 (lllk), Melee (Light) 3 (lll). Talents: None. Abilities: • Ancestral Gaze: While within short range of a Dwarf Ancestral Specter, living Dwarves add s to their combat checks and t if the opponent is a dragon. • Ghostly: Dwarf Ancestral Specters ignore the effects of terrain and darkness. • Terrifying: At the start of the encounter, all of their opponents who are not Dwarves must make a Hard (kkk) fear check as an out-of-turn incidental, as per page 243 of the Genesys Core Rulebook. If there are multiple sources of fear in the encounter, the opponents only make one fear check against the most terrifying enemy. • Undead: Does not need to breathe, eat, or drink, and can survive underwater; immune to poisons and toxins. Equipment: • Ethereal Hammer: Melee (Light); Damage 7; Critical 2; Range (Engaged); Stun Damage.

Soak Value

w. Threshold

S. Threshold

6

17

18

M/r Defense

1

1

Skills: Discipline 4 (llll), Melee (Light) 3 (lllk), Ranged 4 (llkk), Resilience 3 (lllk), Survival 3 (lll). Talents: • Adversary 1: Upgrade the difficulty of checks targeting this enemy once. Abilities: • Dauntless: Dwarven Dragon Hunters upgrade the ability of Discipline checks they make to resist fear or intimidation once. • Dark Vision: When making skill checks, Dwarves remove up to jj imposed due to darkness. Equipment: • Axe: Melee (Light); Damage 8; Critical 3; Range (Engaged); Vicious 1. • Portable Bolt Thrower: Ranged; Damage 9; Critical 2; Range (Extreme); Cumbersome 3, Pierce 2, Prepare 1. • Dwarven Firebombs: Ranged; Damage 8; Critical 3; Range (Short); Blast 6, Burn 2, Limited Ammo 1. Source: ROT p. 191

Source: ROT p. 195

Dwarf Guilder (Rival) 2

1

3

2

3

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

3

14

M/r Defense

0

0

Skills: Melee (Light) 2 (ll), Ranged 2 (lk), Resilience 2 (ll). Talents: None. Abilities: • Dark Vision: When making skill checks, Dwarves remove up to jj imposed due to darkness. • Guild Member: When performing a check related to their specific guild, Dwarf Guilders upgrade the ability of the check twice. Equipment: • Guild tools and scrolls. Source: ROT p. 191

Adversaries anthology

GENESYS

9

Eliza Farrow (Nemesis) 4

4

Brawn

Agility

4 Intellect

4

4

Cunning

Willpower

Soak Value

w. Threshold

S. Threshold

6

18

20

5 Presence

M/r Defense

1

1

Skills: Arcana 3 (lllk), Brawl 2 (llkk), Charm 3 (lllkk), Cool 3 (lllkk), Discipline 3 (lllk), Knowledge (Forbidden) 4 (lllk), Negotiation 3 (lllkk), Ranged 3 (lllk), Riding 2 (llkk), Vigilance 2 (llkk). Talents: • Adversary 2: Upgrade the difficulty of combat checks targeting this character twice. • Dark Insight: Use Knowledge (Forbidden) to determine spell effects. Abilities: • Blood Call: When Eliza Farrow damages a target using her fangs or a magic attack, she heals wounds equal to the wounds inflicted. • Blood Mist: If Eliza Farrow suffers damage in excess of her Wound Threshold, she is not incapacitated, but takes the form of a cloud of blood mist. While in this form, she can fly (see page 100 of the GENESYS Core Rulebook) and does not suffer damage from physical attacks. If she suffers additional damage from a magical attack, she becomes incapacitated as normal and resumes corporeal form. • Dominate: May use the Dominate action once per encounter, making an opposed Charm vs. Discipline check targeting one character in short range; if successful, the target is immobilized for 1 round per uncanceled s, and Eliza may spend t to stagger the target for 1 round. • Sunlight Sensitivity: While exposed to sunlight, Eliza Farrow reduces all her characteristics by 2 and halves her Wound Threshold and Strain Threshold. • Undead: Does not need to breathe, eat, or drink (except blood), and can survive underwater; immune to poisons and toxins. • Vampiric Magic: Eliza Farrow reduces the difficulty of all magic skill checks one step. Spells: Eliza Farrow can choose any magic action allowed for the Arcana skill, and may select additional spell effects, as normal. Her favored spells are: • Blood Funnel: Choose one target at short range for the attack and make a Hard (kkk) Arcana check; if the magic combat check succeeds, the target suffers 4 damage + 1 damager per uncanceled s, with Critical Rating 2 and the Blast 4 and Vicious 4 qualities.

10

Adversaries anthology GENESYS

• Curse of the Night: Choose one target within short range and make a Hard (kkk) Arcana check; if the check succeeds, the tar-get decreases the ability of any skill checks they make by one and reduce their strain and wound thresholds by 4 until the end of Eliza Farrow’s next turn; she may maintain these effects by performing the Concentrate maneuver. Equipment: • Fangs: Brawl; Damage 6; Critical 2; Range (Engaged); Ensnare 1, Vicious 2. Source: HC p. 6

Farrow’s Guard (Rival) 3

3

2

2

2

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

4

14

M/r Defense

1

1

Skills: Cool 2 (ll), Discipline 1 (lk), Ranged 2 (llk), Riding 1 (lkk), Melee (Light) 2 (llk), Vigilance 1 (lk). Talents: • Quick Draw: Once per round, may draw or stow weapon as an incidental. Abilities: • Grapple: May take the Grapple incidental; until the start of the guard’s next turn, enemies must spend two maneuvers to disengage. • Stay Back!: When a character within short range attempts to move past the guard, the guard may, as an out-of-turn incidental, spend a Story Point from the GM pool and knock the character prone. Equipment: • Sword: Melee (Light); Damage 6; Critical 2; Range (Engaged); Defensive 1. • Crossbow: Ranged; Damage 7; Critical 2; Range (Medium); Pierce 2, Prepare 1. • Shield: Melee (Light); Damage 3; Critical 6; Range (Engaged); Defensive 1, Deflection 1, Inaccurate 2, Knockdown. • Leather Armor: +1 soak. Source: HC p. 7

Feral Dragon (Nemesis) 5

4

2

4

4

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

8

41

20

M/r Defense

0

0

Skills: Brawl 4 (llllk), Coercion 4 (llll), Cool 3 (llk), Discipline 4 (llll), Ranged 4 (llll), Resilience 4 (llllk), Vigilance 3 (lllk). Talents: • Adversary 2: Upgrade the difficulty of combat checks targeting this character twice. • Swift: A dragon does not perform additional maneuvers to move through difficult terrain. Abilities: • Flyer: Can fly; see page 100 of the Genesys Core Rulebook. • Silhouette 4. • Sweep Attack: A dragon may spend a from a Brawl check to hit one additional engaged opponent that would be no more difficult to attack than the original target, dealing base damage +1 damage per s. • Terrifying: At the start of the encounter, all opponents must make a Daunting (kkkk) fear check as an out-of-turn incidental, as per page 243 of the Genesys Core Rulebook. If there are multiple sources of fear in the encounter, the opponents make one fear check against the most terrifying enemy. Equipment: • Fiery Breath: Ranged; Damage 12; Critical 3; Range (Medium); Blast 12, Burn 3, Slow-Firing 2. • Claws: Brawl; Damage 11; Critical 2; Range (Engaged); Knockdown, Vicious 3.

• Glider: Ferrox can fly, but cannot increase their altitude while doing so; see page 100 of the Genesys Core Rulebook. • Savage: A ferrox increases the damage of its attacks by 2 when targeting an immobilized foe. Equipment: • Hooked Claws: Brawl; Damage 6; Critical 3; Range (Engaged); Ensnare 1. • Fangs: Brawl; Damage 5; Critical 3; Range (Engaged); Vicious 1. Source: ROT p. 165

Flesh Ripper (Minion) 3

3

1

2

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

3

6

M/r Defense

1

1

Skills: Brawl, Cool, Resilience, Vigilance. Talents: • Swift: A flesh ripper does not spend additional maneuvers to move through difficult terrain. Abilities: • Terrifying: At the start of the encounter, all of its opponents must make a Hard (kkk) fear check as an out-of-turn incidental, as per page 243 of the Genesys Core Rulebook. If there are multiple sources of fear in the encounter, the opponents only make one fear check against the most terrifying enemy. Equipment: • Claws and Fangs: Brawl; Damage 5; Critical 3; Range (Engaged); Vicious 1. • Spiked Tail: Brawl; Damage 5; Critical 4; Range (Engaged); Ensnare 1. Source: ROT p. 214

Source: ROT p. 152

Ferrox (Rival) 3

3

1

2

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

3

13

M/r Defense

0

0

Skills: Brawl 2 (llk), Cool 2 (lk), Coordination 1 (lkk), Resilience 1 (lkk). Talents: • None. Abilities: • Bloodthirst: When a ferrox inflicts wounds with its fangs, it heals an equal number of wounds.

Adversaries anthology

GENESYS

11

Forest Guardian (Nemesis)

Giant Snake (Rival)

5

2

2

2

3

3

4

2

1

2

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

6

25

18

M/r Defense

0

0

Skills: Cool 2 (llk), Discipline 2 (llk), Brawl 2 (llkkk), Resilience 3 (lllkk). Talents: • Adversary 2: Upgrade the difficulty of checks targeting this enemy twice. Abilities: • Sweep Attack: A Forest Guardian may spend a from a Brawl check to hit an additional engaged opponent that would be no more difficult to attack than the original target, dealing base damage +1 damage per s. • Silhouette 3. Equipment: • Huge Limbs: Brawl; Damage 10; Critical 4; Range (Short); Knockdown, Prepare 1. Source: ROT p. 179

Giant (Nemesis) 6

2

1

2

2

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

8

33

29

M/r Defense

0

0

Skills: Athletics 2 (llkkkk), Brawl 2 (llkkkk). Talents: • Adversary 1: Upgrade the difficulty of combat checks targeting this character once. Abilities: • Giant Stomp!: Brawl attacks that giants make have a Critical rating of 3, and if they inflict Critical Injuries +40 is added to the resulting Critical Injury result. • Silhouette 3. • Terrifying: At the start of the encounter, all of their opponents must make a Hard (kkk) fear check as an out-of-turn incidental, as per page 243 of the Genesys Core Rulebook. If there are multiple sources of fear in the encounter, the opponents only make one fear check against the most terrifying enemy. Equipment: • Huge Club: Melee; Damage 12; Critical 2; Range (Short); Inaccurate 1, Knockdown, Prepare 1. Source: ROT p. 226

12

Adversaries anthology GENESYS

Soak Value

w. Threshold

4

14

M/r Defense

0

0

Skills: Brawl 3 (lllk), Resilience 2 (llkk), Stealth 2 (ll) Talents: • None. Abilities: • Silhouette 3. • Swallow: May make an opposed Brawl check to swallow an engaged target. If the check is successful, swallowed characters are immobilized and suffer 6 damage at the start of each round but can escape if the snake is killed or by making a successful Hard (kkk) Athletics check. Equipment: • Jaws: Brawl; Damage 6; Critical 2; Range (Engaged); Vicious 2. • Constricting coils: Brawl; Damage 10; Critical 3; Range (Engaged); Ensnare 4, Stun 4. Source: ROT p. 258

Gnome Minstrel (Nemesis)

Goblin (Minion)

1

2

2

4

2

2

2

3

1

2

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

2

7

11

M/r Defense

1

Soak Value

w. Threshold

3

4

1

Skills: Charm 3 (llk), Coordination 1 (lk), Knowledge (Geography) 2 (ll), Stealth 1 (lk), Verse 2 (ll). Talents: • Encouraging Song: While using a musical instrument, select one target within medium range and make a Hard (kkk) Verse check. If the check is successful, for each s the target adds j to their next skill check. For each a, the target heals 1 strain. Abilities: • Haunting melodies: Gnome minstrels may spend a in a successful Charm check to inflict 1 strain on their target, and may do this multiple times. • Silhouette 0. Spells: Gnome minstrels can choose any magic action allowed for the Verse skill, and may select additional spell effects as normal. The spells they use most often are the following: • Addling Tune: Make an Average (kk) Verse check. If the check is successful, until the end of the minstrel’s next turn, all other characters within medium range must first suffer one strain before using the concentrate maneuver. The minstrel can sustain this effect with the concentrate maneuver. • Demoralizing Stanza: Select one target within short range and make an Average (kk) Verse check. If the check is successful, until the end of the minstrel’s next turn, the target decreases the ability of any skill checks they make by one. The minstrel can sustain this effect with the concentrate maneuver.

M/r Defense

1

0

Skills: Brawl, Cool, Deception, Melee (Light), Ranged, Stealth. Talents: • None. Abilities: • Dark Vision: When making skill checks, goblins remove up to jj imposed due to darkness. • Opportunistic: Goblins inflict 1 additional damage with successful melee attacks on prone or immobilized targets. Equipment: • Jagged Blade: Melee (Light); Damage 5; Critical 3; Range (Engaged). or • Crude Bow: Ranged; Damage 6; Critical 4; Range (Medium); Unwieldy 2. • Wooden Buckler: Melee (Light); Damage 2; Critical 6; Range (Engaged); Defensive 1, Inaccurate 2, pointy teeth Brawl; Damage 3; Critical 3; Range (Engaged); Vicious 1. • Grimy Patchwork Armor: +1 soak. Source: ROT p. 152

Equipment: • Lute, pipes, and other musical instruments. • Colorful garb. Source: ROT p. 226

Adversaries anthology

GENESYS

13

Goblin Witcher (Rival)

Greyhaven Wizard (Nemesis)

2

3

2

2

2

2

1

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Brawn

Agility

Soak Value

w. Threshold

3

16

M/r Defense

1

1

Skills: Cool 2 (ll), Deception 2 (ll), Arcana 3 (llk), Knowledge (Forbidden) 2 (ll), Stealth 1 (lkk). Talents: • Adversary 1: Upgrade the difficulty of combat checks targeting this character once. • Dark Insight: Use Knowledge (Forbidden) to determine spell effects. Abilities: • Dark Vision: When making skill checks, goblins remove up to jj imposed due to darkness. • Spiteful Curse: Add jj to magic actions that target a character who has previously inflicted wounds on the goblin witcher during this encounter. Spells: Goblin witchers can choose any magic action allowed for the Arcana skill, and may select additional spell effects as normal. The spells they use most often are the following: • Agonizing Hex: Choose a target at short or medium range for this attack and make an Average (kk) Arcana check. If successful, this magic attack inflicts 6 damage +1 damage per s, with the Disorient 2 and Knockdown qualities. • Bad Luck: Choose a target at short or medium range and make a Hard (kkk) Arcana check. If successful, the target decreases the ability of any skill checks they make by 1 until the end of the goblin witcher’s next turn, and when the target makes a check, may change one j to a face displaying f. The goblin witcher may maintain these effects by performing the concentrate maneuver. Equipment: • Bone staff: +4 damage to magic attacks; the first Range effect added does not increase difficulty; when used to cast a spell that inflicts 1 or more wounds, caster heals 1 wound. • Pointy Teeth: Brawl; Damage 3; Critical 3; Range (Engaged); Vicious 1. • robed bone armor +1 soak, +1 defense. Source: ROT p. 152

14

Adversaries anthology GENESYS

4 Intellect

2

3

Cunning

Willpower

Soak Value

w. Threshold

S. Threshold

1

12

18

2 Presence

M/r Defense

1

1

Skills: Arcana 3 (lllk), Cool 2 (ll), Discipline 2 (llk), Knowledge (Lore) 4 (llll), Runes 3 (lllk). Talents: • Adversary 1: Upgrade the difficulty of combat checks targeting this character once. Abilities: • None. Spells: A wizard can choose any magic action allowed for the Arcana skill, and may select additional spell effects, as normal. The spells they use most often are the following: • Fireball: Choose one target at short or medium range and make a Hard kkk Arcana check; if successful, this magic attack inflicts 8 damage +1 damage per s, with the Blast 4 and Burn 4 qualities. • Magic Shield: Make a Hard (kkk) Arcana check; if successful, until the end of the wizard’s next turn, reduce the damage of all hits against them by one, plus one for every ss, and the wizard gains +3 defense. The wizard can maintain these effects with the concentrate maneuver. Equipment: • Magic staff: Add +4 damage to magic attacks; the first Range effect added does not increase difficulty. • Heavy Robes: +1 defense. Source: ROT p. 153

Grotesque (Rival)

Ice Wyrm (Nemesis)

4

2

1

2

2

1

5

5

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Brawn

Agility

Soak Value

w. Threshold

5

14

M/r Defense

0

0

Skills: Brawl 2 (llkk), Melee (Light) 3 (lllk), Ranged 2 (ll), Resilience 2 (llkk), Vigilance 2 (ll). Talents: None. Abilities: • Bone Spurs: A grotesque may spend hhh or d on a melee combat check targeting them to inflict 6 damage on the attacker. • Killing Frenzy: A grotesque adds jj to all melee combat checks, but attackers add j to all combat checks targeting the grotesque. Equipment: • Massive Claw: Melee (Light); Damage 7; Critical 3; Range (Engaged); Ensnare 1, Knockdow. • Hurled Bone Shards: Ranged; Damage 5; Critical 3; Range (Short); Vicious 2. Source: ROT p. 215

Gurak Tol (Rival) 4

3

1

2

3

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

5

18

M/r Defense

0

0

Skills: Athletics 3 (lllk), Brawl 2 (llkk), Resilience 2 (llkk). Talents: • Swift: A Gurak Tol does not spend extra maneuvers to move across difficult terrain. Abilities: • Tail Catapult: When engaged with a Gurak Tol that the Orc outrider is bonded with, the Orc outrider may use the steed to perform a Ranged attack with the following profile: Ranged; Damage 8; Critical 4; Range (Medium); Concussive 1, Inaccurate 1, Knockdown. Equipment: • Claws and Fangs: Brawl; Damage 7; Critical 3; Range (Engaged); Vicious 1. • Tail: Brawl; Damage 7; Critical 4; Range (Engaged); Disorient 3, Knockdown. • When bonded with an Orc outrider, a Gurak Tol gains armor that adds +2 to its soak.

3 Intellect

3

3

Cunning

Willpower

Soak Value

w. Threshold

S. Threshold

8

31

20

2 Presence

M/r Defense

0

0

Skills: Brawl 4 (llllk), Coercion 4 (lllk), Cool 3 (llk), Discipline 3 (lll), Ranged 4 (llll), Resilience 4 (llllk), Stealth 3 (lllk), Vigilance 3 (lll). Talents: • Adversary 2: Upgrade the difficulty of combat checks targeting this character twice. • Swift: An ice wyrm does not spend additional maneuvers to move through difficult terrain. Abilities: • Flyer: Can fly; see page 100 of the Genesys Core Rulebook. • Camouflaged Scales: An ice wyrm adds jj to Stealth checks in icy or snowy surroundings. • Silhouette 4. Equipment: • Freezing Blood Torrent: Ranged; Damage 10; Critical 3; Range (Medium); Blast 8, Concussive 1, Ensnare 4. • Claws and Fangs: Brawl; Damage 8; Critical 2; Range (Engaged); Knockdown, Vicious 3. Source: ROT p. 237

Ice-Blood Warrior (Minion) 3

2

1

3

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

4

5

M/r Defense

0

0

Skills: Cool, Brawl, Melee (Light), Resilience. Talents: None. Abilities: • Ice Madness: Upgrade the difficulty of social skill checks targeting an ice-blood warrior once. Equipment: • Brittle Axe: Melee (Light); Damage 6; Critical 3; Range (Engaged); Vicious 1. • Freezing Touch: Brawl; Damage 5; Critical 4; Range (Engaged); Stun 3. Source: ROT p. 237

Source: ROT p. 202

Adversaries anthology

GENESYS

15

Ironbound (Rival)

Kobold (Minion)

4

2

1

1

1

1

1

2

1

1

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

6

15

M/r Defense

3

2

Skills: Discipline 3 (lkk), Melee (Heavy) 3 (lllk), Melee (Light) 3 (lllk), Resilience 3 (lllk), Vigilance 3 (lkk). Talents: None. Abilities: • Graven Wards: Increase the difficulty of all spells that target an ironbound twice. • Strength of Iron: An ironbound can wield a Melee (Heavy) weapon in one hand. • Watchful: Ironbound add jj to Perception and Vigilance checks to detect the use or effects of Magic skills. Equipment: • Halberd: Melee (Heavy); Damage 7; Critical 3; Range (Engaged); Defensive 1, Pierce 3. • large shield Melee (Light); Damage 5; Critical 5; Range (Engaged); Defensive 2, Deflection 2, Inaccurate 2, Knockdown. Source: ROT p. 153

Kennsir Dwarf (Rival) 2

1

2

3

3

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

3

15

M/r Defense

1

0

Skills: Melee (Light) 3 (llk), Resilience 3 (llk), Skulduggery 2 (llk), Stealth 2 (lk), Survival 2 (llk). Talents: None. Abilities: • Dark Vision: When making skill checks, Dwarves remove up to jj imposed due to darkness. • Tunnel Fighter: Add jj to combat checks Kennsir Dwarves make in enclosed spaces. Equipment: • Brace of Dwarven Pickaxes: Melee (Light); Damage 4; Critical 2; Range (Engaged); Pierce 2. • Smokebombs, vials of poison gas. Source: ROT p. 192

16

Adversaries anthology GENESYS

Soak Value

w. Threshold

1

3

M/r Defense

0

0

Skills: Brawl, Melee (Light), Skulduggery. Talents: None. Abilities: • Not Another!: In an encounter with any number of kobolds, the GM may spend hh from any check made by a PC to add one kobold to an existing minion group, or spend d to add a new minion group of three kobolds to the encounter. • Silhouette 0. Equipment: • Claws and Teeth: Brawl; Damage 2; Critical 3; Range (Engaged); Vicious 1. • Crude Blade: Melee (Light); Damage 4; Critical 3; Range (Engaged). Source: ROT p. 192

Lava Elemental (Rival) 3

3

1

2

3

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

3

13

M/r Defense

4

4

Skills: Brawl 2 (llk), Cool 2 (lk), Vigilance 2 (llk). Talents: None. Abilities: • Amorphous: As an incidental, a lava elemental may increase or decrease its silhouette by 1. • Inconspicuous: A lava elemental in a natural pool of molten rock appears indistinguishable from ordinary lava; a character can make a Hard (kkk) Perception or Vigilance check to identify a lava elemental. Equipment: • Pseudopods: Brawl; Damage 7; Critical 2; Range (Engaged); Burn 2, Sunder. • Lava Projectile: Ranged; Damage 9; Critical 3; Range Short; Blast 4, Burn 2, Concussive 1. Source: ROT p. 196

Leonx (Rival) 4

4

1

3

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

4

14

M/r Defense

0

0

Skills: Brawl 2 (llkk), Survival 3 (lll), Vigilance 2 (ll). Talents: • Swift: A Leonx does not perform extra maneuvers to move through difficult terrain. Abilities: • Maul: A Leonx adds jj to Brawl checks against prone or immobilized targets. Equipment: • Claws and Fangs: Brawl; Damage 6; Critical 3; Range (Engaged); Knockdown, Pierce 2, Vicious 1. Source: ROT p. 180

Leonx Rider (Rival) 3

3

2

3

3

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

4

15

M/r Defense

2

1

Skills: Cool 2 (llk), Melee (Heavy) 2 (llk), Riding 2 (llk), Survival 2 (llk), Vigilance 2 (llk). Talents: • None. Abilities: • Leonx Bond: When a Leonx Rider directs its mount, the mount may perform an action and a maneuver and is not limited to using its maneuvers to move. Equipment: • Spear: Melee (Heavy); Damage 6; Critical 3; Range (Engaged); Accurate 1, Defensive 1, • Leather Armor: +1 soak, Leonx see page 180. Source: ROT p. 179

Lord Of Bilehall (Nemesis) 4

5

4

4

4

4

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

6

18

20

M/r Defense

0

Skills: Arcana 3 (lllk), Brawl 2 (llkk), Charm 3 (lllk), Cool 3 (lllk),

0

Discipline 3 (lllk), Knowledge (Forbidden) 5 (llllk), Negotiation 3 (lllk), Ranged 3 (lllk), Vigilance 2 (llkk). Talents: • Adversary 2: Upgrade the difficulty of combat checks targeting this character twice. • Dark Insight: Use Knowledge (Forbidden) to determine spell effects. Abilities: • Blood Call: When a Lord of Bilehall damages a target using their fangs or a magic attack, they heal wounds equal to the wounds inflicted. • Sunlight Sensitivity: While exposed to sunlight, a Lord of Bilehall reduces all their characteristics by 2 and halves their Wound Threshold and Strain Threshold. • Terrifying: At the start of the encounter, all of their opponents must make a Daunting (kkkk) fear check as an out-of-turn incidental, as per page 243 of the Genesys Core Rulebook. If there are multiple sources of fear in the encounter, the opponents only make one fear check against the most terrifying enemy. • Undead: Does not need to breathe, eat, or drink (except blood), and can survive underwater; immune to poisons and toxins. • Vampiric Magic: A Lord of Bilehall reduces the difficulty of all magic skill checks one step. Spells: A Lord of Bilehall can choose any magic action allowed for the Arcana skill, and may select additional spell effects, as normal. The spells they use most often are the following: • Blood Funnel: Choose one target at short range for the attack and make a Hard (kkk) Arcana check; if the magic combat check succeeds, the target suffers 4 damage + 1 damager per uncanceled s, with Critical Rating 2 and the Blast 4 and Vicious 4 qualities. • Curse of the Night: Choose one target within short range and make a Hard (kkk) Arcana check; if the check succeeds, the tar-get decreases the ability of any skill checks they make by one and reduce their strain and wound thresholds by 4 until the end of the Lord of Bilehall’s next turn. The Lord of Bilehall may maintain these effects by performing the Concentrate maneuver. Equipment: • Bloodstained Fangs: Brawl; Damage 6; Critical 2; Range (Engaged); Ensnare 1, Vicious 2. • Magic Staff: Add +4 damage to magic attacks; the first Range effect added does not increase difficulty. Source: ROT p. 165

Adversaries anthology

GENESYS

17

Lorimor Marine (Minion)

Magistrate Edmin Cawl (Rival)

3

2

2

2

2

2

2

2

3

3

3

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

4

5

M/r Defense

1

Skills: Athletics, Cool, Melee (Light). Talents: • None. Abilities: • Sea Legs: A Lorimor marine does not add j to checks due to unstable footing on a ship or boat, or in a similar environment. Equipment: • Saber: Melee (Light); Damage 6; Critical 2; Range (Engaged); Defensive 1. • Scale Breastplate: +1 soak. Source: ROT p. 227

Lost Knight (Rival) 3

3

2

2

4

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

5

15

M/r Defense

1

Soak Value

w. Threshold

2

12

0

1

M/r Defense

0

0

Skills: Charm 1 (lkk), Coercion 2 (llk), Cool 2 (llk), Deception 1, (lkk) Discipline 2 (llk), Negotiation 2 (llk). Talents: • None. Abilities: • None. Equipment: • Fine clothing, sash of office. Source: HC p. 14

Makhim (Minion) 3

3

2

2

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

4

6

M/r Defense

0

0

Skills: Brawl, Ranged, Survival, Stealth, Vigilance.

Skills: Athletics 2 (llk), Discipline 2 (llkk), Melee (Light) 3 (lll), Resilience 2 (llk), Survival 1 (lk). Talents: • None.

Talents: None.

Abilities: • Fatalistic Ferocity: A lost knight adds sh to any combat checks they make.

Equipment: • Dolochs: Brawl; Damage 5; Critical 3; Range (Engaged); Accurate 1, Linked 1. • Fists: Brawl; Damage 4; Critical 3; Range (Engaged); Linked 1, Vicious 1. • Sling: Ranged; Damage 4; Critical 4; Range [Medium]; Disorient 2, Prepare 1

Equipment: • Ancient Sword: Melee (Light); Damage 6; Critical 2; Range (Engaged); Defensive 1. • heraldic plate armor +2 soak, +1 defense. Source: ROT p. 227

18

Adversaries anthology GENESYS

Abilities: • Four-armed: a Makhim does not increase the difficulty of combined checks to attack with both its dolochs and fists.

Source: ROT p. 237

Manticore (Nemesis) 4

3

1

2

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

5

21

19

M/r Defense

1

0

Skills: Athletics 2 (llkk), Brawl 3 (lllk), Ranged 2 (llk). Talents: • None. Abilities: • Flyer: Can fly; see page 100 of the Genesys Core Rulebook, poisonous stinger a character wounded by a manticore’s tail stinger must make a Hard (kkk) Resilience check as an out-of-turn incidental or suffer 4 additional wounds, and must check again on their next turn if the check generates d. • Silhouette 2. Equipment: • Claws and Fangs: Brawl; Damage 6; Critical 3; Range (Engaged). • Tail Stinger: Ranged; Damage 7; Critical 3; Range (Medium); Slow-Firing 1, Pierce 2. Source: ROT p. 227

Mavaris Skain, Necromancer (Nemesis) 2

2

4

3

3

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

2

13

17

M/r Defense

1

1

Skills: Arcana 3 (lllk), Cool 2 (ll), Discipline 2 (llkk), Knowledge (Forbidden) 3 (lllk), Melee (Light) 1 (lk), Vigilance 1 (lkk). Talents: • Adversary 1: Upgrade the difficulty of combat checks targeting this character once., • Chill of Nordros: Magic attacks gain the Ice effect with no increase in difficulty. • Dark Insight: Use Knowledge (Forbidden) to determine spell effects. • Necromancy: When this character uses the conjure magic action, it gains the Summon Ally effect with no increase in difficulty; all creatures the character summons must be undead.

lowed for the Arcana skill, and may select additional spell effects, as normal. His favored spells are: • Death Knell: Choose one target at short or medium range and make an Average kk Arcana check; if the check succeeds, this magic attack inflicts 8 damage +1 damage per uncanceled s, with Critical Rating 2 and the Ensnare 3 and Vicious 3 qualities. • Wilt: Choose two targets within short range and make an Average kk Arcana check; if the check succeeds, Skain can choose one additional target for each a and all targets reduce the ability of any skill checks they make by one until the end of Skain’s next turn; if an affected character suffers strain for any reason, they suffer 1 additional strain; Skain can perform the concentrate maneuver to maintain all effects of this curse. • Wall of Bones: Make a Hard kkk Arcana check; if the check succeeds, Skain reduces the damage of all hits he suffers by 1 plus 1 for every ss beyond the first until the end of his next turn; in addition, if an attack targeting Skain generates hhh or d, the attacker suffers a hit inflicting damage equal to the total damage of the attack; Skain may perform the concentrate maneuver to maintain the effects of this barrier. Equipment: • One Staff: Add +4 damage to magic attacks and first Range effect does not increase difficulty; heal 1 wound after damaging a target with a spell. • Sacrificial Dagger: Melee (Light); Damage 4; Critical 3; Range (Engaged); Accurate 1, Vicious 1. • Heavy Robes: +1 defense. • Forbidden Grimoire: A user with the Dark Insight talent can add the Additional Target and Enervate effects to curse spells with no increase in difficulty. Source: HC p. 16

Abilities: • None. Spells: Mavaris Skain can choose any magic action al-

Adversaries anthology

GENESYS

19

Merriod (Nemesis) 4

4

1

3

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

5

22

18

M/r Defense

0

0

Skills: Athletics 4 (llll), Brawl 3 (lllk), Stealth 2 (llkk), Vigilance 3 (lkk).

Abilities: • Aquatic: A merriod never treats water as difficult terrain and can breathe underwater. • Monstrous Limbs: A merriod does not increase the difficulty of combined checks to attack with its claws, tentacles, and jaws, and may spend aa or t to hit with each additional weapon. • Silhouette 2. • Terrifying: At the start of the encounter, all of its opponents must make a Hard (kkk) fear check as an out-of-turn incidental, as per page 243 of the Genesys Core Rulebook. If there are multiple sources of fear in the encounter, the opponents only make one fear check against the most terrifying enemy. Equipment: • Claws: Brawl; Damage 7; Critical 3; Range (Engaged); Vicious 1. • Mawed Tentacles: Brawl; Damage 7; Critical 3; Range (Short); Ensnare 3, Linked 1, • Jaws: Brawl; Damage 6; Critical 2; Range (Engaged); Pierce 2, Vicious 2. Source: ROT p. 228

Minor Elemental (Rival) 3

3

1

2

3

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

w. Threshold

3

13

M/r Defense

4

4

Skills: Brawl 2 (llk), Cool 2 (lk), Stealth 2 (llk), Vigilance 2 (llk). Talents: • None. Abilities: • Amorphous: As an incidental, a minor elemental may increase or decrease its silhouette by 1. • Inconspicuous: A minor elemental in a natural environment appears indistinguishable from an ordi-

20

Adversaries anthology GENESYS

Equipment: • Pseudopods: Brawl; Damage 6; Critical 3; Range (Engaged); Burn 1 (flame elemental only), Ensnare 1 (quicksand elemental only), Linked 1, Stun 5 (spring elemental only). Source: ROT p. 248

Talents: • Adversary 1: Upgrade the difficulty of combat checks targeting this character once.

Soak Value

nary example of its element; a character can make a Hard (kkk) Perception or Vigilance check to identify a minor elemental.

Naga Priestess (Rival) 3

3

2

3

3

4

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

2

16

M/r Defense

4

4

Skills: Brawl 2 (llk), Charm 3 (llkk), Cool 3 (lllk), Coordination 4 (llkk), Leadership 3 (lllk). Talents: • Adversary 1: Upgrade the difficulty of combat checks targeting this character once. Abilities: • Hypnotic Gaze: A naga priestess may make an opposed Charm vs. Discipline check as an action targeting one character within short range. If successful, the target is immobilized for 1 round per s, and the naga may spend t to stagger the target for 1 round. • Opportunistic Predator: When making a combat check targeting an immobilized character, the naga deals +2 damage per s instead of +1. Equipment: • Fangs: Brawl; Damage 5; Critical 2; Range [Engaged]; Pierce 1, Vicious 2; a character wounded by this weapon must make a Hard (kkk) Resilience check or suffer 4 additional wounds, and must check again on their next turn if the check generates t. Source: ROT p. 258

Necromancer (Nemesis) 1

2

3

2

3

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

1

12

18

M/r Defense

1

1

Skills: Arcana 3 (lll), Cool 2 (ll), Discipline 2 (llk), Knowledge (Forbidden) 3 (lll), Melee (Light) 1 (l), Vigilance 1 (lkk). Talents: • Adversary 1: Upgrade the difficulty of combat checks targeting this character once. • Chill of Nordros: Magic attacks gain the Ice effect with no increase in difficulty, Dark Insight use Knowledge (Forbidden) to determine spell effects. • Necromancy: When this character uses the conjure magic action, it gains the Summon Ally effect with no increase in difficulty. All creatures the character summons must be undead. Abilities: • None. Spells: Necromancers can choose any magic action allowed for the Arcana skill, and may select additional spell effects, as normal. The spells they use most often are the following: • Death Knell: Choose one target at short or medium range and make an Average (kk)Arcana check. If successful, this magic attack inflicts 8 damage +1 damage per uncanceled s, with Critical Rating 2 and the Ensnare 3 and Vicious 3 qualities. • Wilt: Choose two targets within short range and make an Average kk Arcana check. If successful, the Necromancer can choose one additional target for each a and all targets reduce the ability of any skill checks they make by one until the end of the necromancer’s next turn. If an affected character suffers strain for any reason, they suffer 1 additional strain. The necromancer can perform the concentrate maneuver to maintain all effects of this curse. • Wall of Bones: Make a Hard kkk Arcana check. If successful, the necromancer reduces the damage of all hits they suffer by 1 plus 1 for every ss beyond the first until the end of his next turn; in addition, if an attack targeting the necromancer generates hhh or d, the attacker suffers a hit inflicting damage equal to the total damage of the attack; the necromancer may perform the concentrate maneuver to maintain the effects of this barrier.

Equipment: • Bone staff: Add +4 damage to magic attacks; the first Range effect added does not increase difficulty; when used to cast a spell that inflicts 1 or more wounds, caster heals 1 wound. • Ceremonial Dagger: Melee (Light); Damage 4; Critical 3; Range (Engaged); Accurate 1, Vicious 1; • Heavy Robes: +1 defense. • Forbidden Grimoire: A user with the Dark Insight talent can add the Additional Target and Enervate effects to Curse spells with no increase in difficulty. Source: ROT p. 166

Ogre (Nemesis) 5

2

2

3

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

7

20

12

M/r Defense

0

0

Skills: Athletics 2 (llkkk), Melee (Heavy) 2 (llkkk), Perception 1 (lkk), Ranged 2 (ll). Talents: • None. Abilities: • Regeneration: At the beginning of its turn, this creature automatically heals 3 wounds. • Sweep Attack: May spend t on a successful melee combat check to inflict one hit dealing the weapon’s base damage on everyone (except the ogre!) engaged with the target. Equipment: • Cudgel: Melee; Damage 10; Critical 4; Range (Engaged), Disorient 2, Knockdown. • Spiked Chain: Ranged; Damage 7; Critical 5; Range (Short); Ensnare 2, Knockdown. • Scavenged Armor: +2 soak. Source: ROT p. 202

Adversaries anthology

GENESYS

21

Onoit Shaman (Rival)

Orc Outrider (Rival)

2

3

2

3

3

3

4

3

2

2

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

2

8

M/r Defense

1

1

Soak Value

w. Threshold

5

15

M/r Defense

0

0

Skills: Leadership 2 (llk), Melee 2 (ll), Knowledge (Lore) 3 (llk), Primal 3 (lll), Survival 3 (lll), Vigilance 2 (llk). Talents: • Adversary 1: Upgrade the difficulty of combat checks targeting this character once.

Skills: Melee (Light) 2 (llkk), Ranged 2 (llk), Riding 3 (llk).

Abilities: • Silhouette 0.

Abilities: • Brutal Training: When an Orc outrider directs its mount, the mount may perform an action and a maneuver and is not limited to using its maneuvers to move

Spells: Onoit shamans can choose any magic action allowed for the Primal skill, and may select additional spell effects, as normal. The spells they use most often are the following: • Winter Gale: Choose one target at short or medium range and make a Hard kkk Primal check. If successful, this magic attack inflicts 7 damage +1 damage per s, with the Blast 3 and Ensnare 3 item qualities. • Healing Gust: Choose two targets at up to short range and make an Average kk Primal check. If successful, the targets heal 1 wound per s and 1 strain per a; the shaman may affect additional targets by spending a per target. Equipment: • Oaken staff: Add +4 damage to magic attacks; the first Range effect added to a spell does not increase its difficulty. • Hatchet: Melee (Light); Damage 5; Critical 3; Range (Engaged); Vicious 1. • Bark Cloak: +1 defense. Source: ROT p. 239

22

Adversaries anthology GENESYS

Talents: • Quick Draw: Once per round on their turn, an Orc outrider may draw or stow an easily accessible weapon as an incidental instead of a maneuver.

Equipment: • Orc Throwing Spear: Ranged; Damage 7; Critical 3; Accurate 1, Limited Ammo 1. • Axe: Melee (Light); Damage 7; Critical 3; Range (Engaged); Vicious 1. • Leather Armor: +1 soak. • Extra spears. • Armored Gurak Tol mount. Source: ROT p. 203

Orc Spiritspeaker (Nemesis)

Pirate (Minion)

3

2

2

3

3

3

3

2

2

2

2

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

3

15

17

M/r Defense

1

Soak Value

w. Threshold

3

5

1

Skills: Cool 2 (llk), Knowledge (Lore) 3 (llk), Primal 4 (lllk). Talents: • Second Wind 5: Once per encounter, the spiritspeaker may heal 5 strain as an incidental. Abilities: • Spiritual Focus: A spiritspeaker adds j to Primal checks they make for each Orc ally within short range. Spells: Spiritspeakers can choose any magic action allowed for the Primal skill, and may select additional spell effects as normal. The spells they use most often are the following: • Fury of the Spirits: The spiritspeaker chooses one target at short or medium range and makes a Hard kkk Primal check. If the check is successful, this magic attack inflicts 7 damage, +1 damage per s, with the Pierce 3 and Sunder qualities. • Ancestral Strength: The spiritspeaker chooses two allies within short range and makes a Hard kkk Primal check. If the check is successful, the spiritspeaker may affect additional targets in range by spending a for each additional target. Targets affected by this spell increase the ability of skill checks they make until the end of the spiritspeaker’s next turn by one. The spiritspeaker may sustain the effects of this spell by performing the concentrate maneuver.

M/r Defense

0

0

Skills: Brawl, Cool, Coordination, Melee (Light). Talents: • Quick Draw: Once per round on their turn, pirates may use this talent to draw or holster an easily accessible weapon or item as an incidental. Quick Draw also reduces a weapon’s Prepare rating by one, to a minimum of one. Abilities: • None. Equipment: • Cutlass: Melee (Light); Damage 6; Critical 2; Range (Engaged); Defensive 1. Source: ROT p. 229

Equipment: • Magic staff: Add +4 damage to magic attacks; the first Range effect added to a spell does not increase its difficulty. • Beast-Hide Robes: +1 defense. Source: ROT p. 202

Adversaries anthology

GENESYS

23

Priest Of Kellos (Rival) 2

2

2

2

3

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

2

16

M/r Defense

1

Source: GCRB p. 147

1

Reanimate (Minion)

Skills: Charm 2 (llk), Discipline 2 (llk), Divine 2 (llk), Knowledge (Lore) 3 (llk), Melee (Light) 2 (ll), Vigilance 1 (lkk). Talents: • Flames of Kellos: When casting an Attack spell, this character can add the Fire effect with no increase in difficulty, but can never add the Ice effect. Abilities: • None. Spells: Priests of Kellos can choose any magic action allowed for the Divine skill, and may select additional spell effects, as normal. The spells they use most often are the following: • Healing Spark: Choose a target within short range and make an Average kk Divine check. If the check succeeds, the target heals 1 wound per s and 1 strain per a. • Righteous Blaze: Choose one target within short range and make an Average kk Divine check. If successful, this magic attack inflicts 3 damage +1 damage per uncanceled s, with the Burn 3 quality. Against an undead target, the attack inflicts +2 damage per s instead. Equipment: • Mace: Melee (Light); Damage 5; Critical 4; Range (Engaged). • Heavy Robes: +1 defense. Source: ROT p. 154

Razorwing (Rival) 3

3

1

3

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

3

13

M/r Defense

0

1

Skills: Brawl 2 (llk), Coordination 2 (llk), Perception 2 (llk), Vigilance 3 (lkk). Talents: • None. Abilities: • Flyer: Can fly; see page 100. • Swoop Attack: After making a Brawl combat check, can move from engaged to short range of the target as an incidental.

24

Adversaries anthology GENESYS

Equipment: • Fangs: Brawl; Damage 6; Critical 3; Range (Engaged). • Buffeting Wings: Brawl; Damage 4; Critical 4; Range (Engaged); Disorient 3, Stun 3.

2

2

1

2

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

3

4

M/r Defense

1

1

Skills: Melee (Light), Perception, Ranged, Resilience, Vigilance. Talents: • None. Abilities: • Undead: Does not need to breathe, eat, or drink, and can survive underwater; immune to poisons and toxins. • Undying: May spend hhh from any check made by a PC to return one previously defeated Reanimate to an existing minion group, removing damage from the group accordingly. Spend d to return two Reanimates to a minion group. Equipment: • Rusted Blade: Melee; Damage 5; Critical 3; Range (Engaged). • Worn Bow: Ranged; Damage 6; Critical 3; Range (Medium). • Antique Mail: +1 soak. Source: ROT p. 166

Rune Golem (Nemesis) 5

3

2

2

3

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

7

25

22

M/r Defense

0

0

Skills: Cool 2 (ll), Discipline 2 (llk), Brawl 3 (lllkk), Melee (Light) 3 (lllkk), Resilience 3 (lllkk). Talents: • Adversary 1: Upgrade the difficulty of checks targeting this enemy once. Abilities: • Four-armed: A rune golem may make a combined combat check with its massive swords and stone fists without increasing the difficulty. • Elemental Runes: Each rune golem takes on different traits depending on its animating rune. Select one rune for each individual golem. Fire: add ss to checks the rune golem makes to determine initiative. Ice: upgrade the difficulty of social skill checks targeting the golem once. Lightning: the rune golem may perform a second maneuver without suffering strain. Stone: the rune golem’s soak increases to 8 other runes can be used at the GM’s discretion. • Silhouette 2. Equipment: • Massive Swords: Melee (Light); Damage 9; Critical 2; Range (Engaged); Linked 1, Pierce 1. • Stone Fists: Brawl; Damage 7; Critical 4; Range (Engaged); Concussive 1, Disorient 3, Linked 1.

Equipment: • Burning Fangs: Brawl; Damage 7; Critical 3; Range (Engaged); Burn 2, Sunder, Vicious 2. Source: ROT p. 196

Scorpion Swarm (Rival) 1

3

1

1

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

1

36

M/r Defense

0

0

Skills: Brawl 1 l, Coordination 2 (llk). Talents: • None. Abilities: • Silhouette 2 • Swarm: Halve the damage dealt to the swarm before applying soak, unless the weapon has the Blast or Burn quality (regardless of whether the quality is activated). • Venomous: Enemies who are wounded by a scorpion swarm must make a Hard (kkk) Resilience check as an out-of-turn incidental or suffer 4 additional wounds, and must check again on their next turn if the check generates d. Equipment: • Claws and Stingers: Brawl; Damage 1; Critical 4; Range (Engaged); Pierce 3, may spend aa to inflict 3 strain. Source: ROT p. 249

Source: ROT p. 154

Salamander (Rival) 3

3

1

3

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

5

18

M/r Defense

0

0

Skills: Brawl 3 (lll), Resilience 3 (lll), Survival 2 (llk), Vigilance 1 (lk). Talents: • None. Abilities: • Flameborn: A salamander does not suffer damage from natural heat or flame, and doubles its soak for purposes of reducing damage from magical fire.

Adversaries anthology

GENESYS

25

Shade (Minion)

Singhara Pridelord (Nemesis)

1

2

2

2

3

2

5

4

2

3

3

4

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

0

6

M/r Defense

2

2

Skills: Brawl, Cool, Discipline Talents: • None. Abilities: • Ghostly: May move over or through terrain (including doors and walls) without penalty. Halve the damage dealt to the shade before applying soak, unless the attack came from a magical source such as a spell or magical weapon. • Terrifying: At the start of the encounter, all of their opponents must make a Hard (kkk) fear check as an out-of-turn incidental, as per page 243 of the Genesys Core Rulebook. If there are multiple sources of fear in the encounter, the opponents only make one fear check against the most terrifying enemy, Undead does not need to breathe, eat, or drink, and can survive underwater; immune to poisons and toxins. Equipment: • Spectral Hands: Brawl; Damage 1; Critical 2; Range (Engaged); Breach 1, Stun Damage. Source: ROT p. 229

Singhara Hunter (Minion) 3

3

1

3

2

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

3

5

M/r Defense

0

0

Talents: • Swift: A Singhara does not spend additional maneuvers to move through difficult terrain. Abilities: • Pounce: May spend aa from an initiative check to perform a free maneuver before the first round of combat. Equipment: • Spear: Melee (Light); Damage 6; Critical 3; Range (Engaged); Accurate 1 or Ranged; Damage 6; Critical 3; Range (Short); Accurate 1, Limited Ammo 1. • Claws and Teeth: Brawl; Damage 5; Critical 3; Range (Engaged); Vicious 1. Source: ROT p. 259

Adversaries anthology GENESYS

w. Threshold

S. Threshold

5

20

16

M/r Defense

3

3

Skills: Cool 2 (llkkk), Brawl 4 (llllk), Melee (Light) 3 (lllkk), Ranged 3 (lllk), Survival 3 (lll), Stealth 3 (lllk). Talents: • Adversary 2: Upgrade the difficulty of combat checks targeting this character twice. • Swift: A Singhara does not spend additional maneuvers to move through difficult terrain. Abilities: • Prideful Roar: As a maneuver, a Pridelord can unleash a prideful roar. All other Singhara in the encounter remove j from checks until the end of the Pridelord’s next turn. In addition, enemies within medium range of the Pridelord must make an Average (kk) fear check as per page 243 of the GENESYS Core Rulebook. Equipment: • Spear: Melee (Light); Damage 8; Critical 3; Range (Engaged); Accurate 1 or Ranged; Damage 8; Critical 3; Range (Short); Accurate 1, Limited Ammo 1. • Claws and Teeth: Brawl; Damage 7; Critical 3; Range (Engaged); Vicious 1. Source: ROT p. 259

Skills: Cool, Brawl, Melee (Light), Ranged, Survival, Stealth.

26

Soak Value

Siren (Rival)

Spined Thresher (Nemesis)

2

3

2

3

2

4

5

2

1

2

3

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

2

12

M/r Defense

1

1

Soak Value

w. Threshold

S. Threshold

7

25

18

M/r Defense

0

0

Skills: Charm 3 (lllk), Cool 2 (llkk), Brawl 2 (ll), Perception 3 (lll).

Skills: Athletics 4 (llkk), Brawl 4 (llllk), Resilience 4 (llllk).

Talents: • None.

Talents: • Swift: A spined thresher does not spend additional maneuvers to move through difficult terrain.

Abilities: • Deadly Distraction: A siren decreases the difficulty of combat checks it makes that target a character immobilized or staggered by its Irresistible Song by one. • Flyer: Can fly; see page 100 of the Genesys Core Rulebook. • Irresistible Song: As an action, a siren may make an Average (kk) Charm check. If the check is successful, all characters within long range who can hear the siren’s song suffer 1 strain per s. The siren may spend aa to immobilize one affected character until the end of the following round, and spend t to stagger one affected character until the end of the following round. While a character is staggered by Irresistible Song must spend all of their maneuvers to move closer to the siren. Equipment: • Talons: Brawl; Damage 6; Critical 3; Range (Engaged); Vicious 1. Source: ROT p. 230

Skeleton (Minion) 2

2

1

2

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

2

4

Abilities: • Silhouette 3. • Spine-tow: A spined thresher can use a maneuver to move a target affected by its tail’s Ensnare quality up to one range band. • Terrifying: At the start of the encounter, all of its opponents must make a Hard (kkk) fear check as an out-of-turn incidental, as per page 243 of the Genesys Core Rulebook. If there are multiple sources of fear in the encounter, the opponents only make one fear check against the most terrifying enemy. • Too Many Mouths: A spined thresher can make a combined check to attack with any number of its weapons, and only needs to spend a to hit with each additional weapon. Equipment: • Two Fanged Claws: Brawl; Damage 9; Critical 3; Range (Engaged); Knockdown, Vicious 2. • Slavering Maw: Brawl; Damage 7; Critical 3; Range (Engaged); Pierce 2, Sunder. • Spiny Tail: Brawl; Damage 6; Critical 4; Range (Short); Ensnare 2, Vicious 1. Source: ROT p. 216

M/r Defense

1

1

Skills: Melee (Light), Perception, Ranged, Vigilance. Talents: • None. Abilities: • None. Equipment: • Rusty Blade: Melee (Light); Damage 5; Critical 4; Range (Engaged). • Old Bow: Ranged; Damage 6; Critical 3; Range (Medium). Source: GCRB p. 146

Adversaries anthology

GENESYS

27

Splig, King Of All Golbins (Nemesis)

of the Arcana check.

4

3

2

3

2

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

5

20

11

M/r Defense

0

0

Skills: Coercion 2 (ll), Cool 2, (ll), Melee (Heavy) 3 (lllk), Leadership 2 (ll), Resilience 2 (llkk). Talents: • Whirlwind: Splig may take the Whirlwind action; suffering 4 strain and making a Brawl or Melee attack against the engaged adversary with the highest difficulty and defense. Increase the difficulty of the check once. If the combat check succeeds, each adversary engaged with Splig suffers one hit, dealing damage equal to the attack’s base damage +1 per uncanceled s. Abilities: • King of the Goblins! Upgrade the difficulty of combat checks targeting Splig once for each minion group of goblins within short range of him. If the check fails, one individual minion is defeated. • Lucky Escape: When Splig would be defeated due to exceeding his wound threshold or strain threshold, or for any reason, he may spend 1 Story Point to instead escape in a suitably fortunate and cowardly fashion. All other goblins in the encounter are immediately defeated. Equipment: • The Club of All Goblins: Melee (Heavy); Damage 8; Critical 3; Range (Engaged); Inaccurate 1, Knockdown, Vicious 2. • Stolen Patchwork Armor: +1 soak. Source: ROT p. 154

Storm Sorceress (Nemesis) 2

3

4

3

4

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

2

15

18

M/r Defense

2

2

Skills: Arcana 3 (lllk), Cool 2 (llk), Discipline 2 (llkk), Knowledge (Lore) 4 (llll). Talents: • Adversary 1: Upgrade the difficulty of checks targeting this enemy once. Abilities: • Elemental Mastery: The first effect that a storm sorceress adds to a spell does not increase the difficulty

28

Adversaries anthology GENESYS

Spells: Storm sorceresses can choose any magic action allowed for the Arcana skill, and may select additional spell effects, as normal. The spells they use most often are the following: • Blizzard: The storm sorceress chooses a target within long range and makes a Daunting kkkk Arcana check. If the check is successful, this magic attack inflicts 8 damage +1 damage per s with the Blast 4, Disorient 4, Ensnare 4, and Knockdown qualities. • Stormbolt: The storm sorceress chooses a target within medium range and makes an Easy k Arcana check. If the check is successful, this magic attack inflicts 8 damage +1 damage per s, with the Auto-fire and Stun 4 qualities. • Squall: The storm sorceress chooses a target within medium range and makes an Easy k Arcana check. If the check is successful, this magic attack inflicts 8 damage +1 damage per s. The storm sorceress may spend a on the check to move the target or a character engaged with the target up to one range band in any direction. Equipment: • Magic Staff: The first Range effect added to a spell does not increase its difficulty; increase damage of Attack spells by +4. • Robes: +1 defense. Source: ROT p. 180

Sword Poet (Nemesis)

Tamalir Guildmaster (Rival)

2

3

2

2

2

3

2

2

3

3

2

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

2

18

16

M/r Defense

1

Soak Value

w. Threshold

2

13

0

Skills: Charm 3 (lll), Cool 2 (llk), Deception 2 (ll), Melee (Light) 3 (llk). Talents: • Adversary 1: Upgrade the difficulty of combat checks targeting this character once, • Duelist: A sword poet adds j to melee combat checks while engaged with a single opponent, but adds j while engaged with three or more opponents. • Parry 3: When a sword poet suffers a hit from a melee combat check, after damage is calculated (but before soak is applied, so immediately after Step 3 of Perform a Combat check on page 102 of Genesys Core Rulebook), they may take a Parry incidental. They suffer 3 strain and reduce the damage dealt by that hit by five. This talent may only be used once per hit and when the sword poet is wielding a Melee weapon. • Improved Parry: When a sword poet suffers a hit from a melee combat check and uses Parry to reduce the damage from that hit, after the attack is resolved, they may spend hhh or d from the attacker’s check to use this talent. Then, the sword poet automatically hits the attacker once with a Brawl or Melee weapon they are wielding. The hit deals the weapon’s base damage, plus any damage from applicable talents or abilities. The sword poet can’t use this talent if the original attack incapacitates them. Abilities: • Show Off: A sword poet may choose to inflict stun damage when resolving a successful melee combat check or using the Improved Parry ability. Equipment: • Dueling Rapier: Melee (Light); Damage 5; Critical 2; Range (Engaged); Defensive 1, Pierce 3, • Fancy clothes. Source: ROT p. 230

M/r Defense

0

0

Skills: Charm 3 (lll), Cool 2 (llk), Deception 2 (llk), Discipline 2 (ll), Negotiation 3 (lll). Talents: • None. Abilities: • Certain You Want To Do This?: When targeting a Guildmaster with a check, a character suffers 1 strain. Equipment: • Dagger: Melee (Light); Damage 4; Critical 3; Range (Engaged), • Fine clothing. Source: ROT p. 155

Thieves Guild Cutpurse (Rival) 2

3

2

3

2

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

2

12

M/r Defense

0

0

Skills: Cool 2 (llk), Coordination 2 (llk), Deception 2 (llk), Melee (Light) 2 (ll), Skulduggery 3 (lll), Stealth 3 (lll). Talents: • Finesse: May use Agility instead of Brawn for Brawl and Melee (Light) checks. Abilities: • None. Equipment: • Dagger: Melee (Light); Damage 3; Critical 3; Range (Engaged); Accurate 1. • Blackjack: Melee (Light); Damage 5; Critical 5; Range (Engaged); Disorient 2, Stun Damage. Source: ROT p. 249

Adversaries anthology

GENESYS

29

True Fae (Nemesis)

Viper Legion Archer (Rival)

3

3

4

4

3

4

2

3

1

3

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

3

17

19

M/r Defense

1

Soak Value

w. Threshold

3

12

1

Skills: Arcana 3 (lllk), Brawl 2 (llk), Knowledge (Lore) 3 (llk), Melee (Light) 2 (llk), Stealth 3 (lll), Vigilance 3 (lllk). Talents: • Quick Strike 2: A Fae adds jj to combat checks targeting characters that have not acted yet in the current encounter. Abilities: • Creature of the Aenlong: A Fae reduces the difficulty of Arcana checks by one, to a minimum of Easy k, and the base damage of their Attack spells is increased by three. • Flyer: Can fly; see page 100 of the Genesys Core Rulebook. • Terrifying: At the start of the encounter, all of their opponents must make a Hard (kkk) fear check as an out-of-turn incidental, as per page 243 of the Genesys Core Rulebook. If there are multiple sources of fear in the encounter, the opponents only make one fear check against the most terrifying enemy. Spells: The Fae can choose any magic action allowed for the Arcana skill, and may select additional spell effects, as normal. The spells they use most often are the following: • Blinding Curse: The Fae chooses one target within short range and makes an Average kk Arcana check. If the check is successful, the target decreases the ability of all checks they make and adds jj to all checks involving sight until the end of the Fae’s next turn. The Fae can sustain these effects by performing the concentrate maneuver. • Shuddering Paralysis: The Fae chooses one target at short range and makes an Easy k Arcana check. If the check is successful, this magic attack inflicts 7 damage, +1 damage per s, with the Ensnare 3 quality. Equipment: • Eldritch Blade: Melee; Damage 4; Critical 2; Range (Engaged); Disorient 2, Pierce 4. • Claws and Teeth: Brawl; Damage 4; Critical 3; Range (Engaged); Vicious 1. Source: ROT p. 181

M/r Defense

0

0

Skills: Cool 2 (lk), Ranged 3 (lll), Stealth 2 (llk) Talents: • None. Abilities: • Tailored Poison: Once per encounter before making a Ranged check, as a maneuver a viper legion archer can apply a tailored poison to an arrow; if the check succeeds, the attack inflicts additional damage equal to the target’s highest characteristic and gains the Disorient 3 quality. Equipment: • Viper bow: Ranged; Damage 8; Critical 3; Range (Long); Unwieldy 3; a character wounded by this weapon must make a Hard (kkk) Resilience check or suffer 3 additional wounds plus 1 strain per h, and must check again on their next turn if the check generates d. • Leather Armor: +1 soak. Source: ROT p. 217

Weik Warrior (Minion) 3

2

1

2

3

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

6

23

M/r Defense

0

0

Skills: Cool, Brawl, Melee (Light), Resilience. Talents: • None. Abilities: • Aggressive Fighter: Weik warriors add a to combined checks they make to attack with two melee weapons. Equipment: • Axe: Melee (Light); Damage 6; Critical 3; Range (Engaged); Vicious 1. • Sword: Melee (Light); Damage 6; Critical 2; Range (Engaged); Defensive 1. • Bow: Ranged; Damage 7; Critical 3; Range (Medium); Unwieldy 2. Source: ROT p. 239

30

Adversaries anthology GENESYS

Wendigo (Rival) 4

3

1

3

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

6

18

M/r Defense

0

0

Skills: Athletics 4 (llll), Brawl 4 (llll), Coercion 4 (llkk), Resilience 4 (llll), Stealth 3 (lll), Vigilance 3 (lll). Talents: • Adversary 1: Upgrade the difficulty of combat checks targeting this character once. Abilities: • Blood Frenzy: While at least one opponent in an encounter is suffering a Critical Injury, a Wendigo increases the base damage of its attacks by 2. • Eyeless Sight: Wendigo do not add j to checks due to darkness or concealment, and are immune to abilities or Critical Injuries that affect a creature’s sight. • Terrifying: At the start of the encounter, all of its opponents must make a Hard (kkk) fear check as an out-of-turn incidental, as per page 243 of the Genesys Core Rulebook. If there are multiple sources of fear in the encounter, the opponents only make one fear check against the most terrifying enemy. Equipment: • Fangs: Brawl; Damage 6; Critical 2; Range (Engaged); Vicious 2. • Claws: Brawl; Damage 8; Critical 3; Range (Engaged); Knockdown.

made by all other Uthuk Y’llan in the encounter. • Sacrifice: After inflicting wounds on a living creature (whether an enemy or ally), a witch or warlock adds j to their next magic skill check; after killing a living creature, a witch or warlock instead upgrades the ability of their next magic skill check once. Spells: Witches and warlocks can choose any magic action allowed for the Divine skill, and may select additional spell effects as normal. The spells they use most often are: • Boneshatter: Select one target at short range for this magic attack and make a Hard (kkk) Divine check. If the check is successful, the magic attack inflicts 5 damage, +1 damage per s, with the Pierce 3, Sunder, and Vicious 3 qualities, and with a Critical Rating of 2. • Boil Blood: Select one target at short range for this curse and make an Average (kk) Divine check. If the check is successful, until the end of the witch or warlock’s next turn, the target decreases the ability of any skill checks they make by one and suffers one additional strain each time they suffer strain for any reason. The witch or warlock can maintain these effects with the concentrate maneuver. Equipment: • Sacrificial blade: Melee (Light); Damage 4; Critical 3; Range (Engaged); Vicious 1. • Bone Armor: +1 soak. Source: ROT p. 217

Source: ROT p. 238

Witch And Warlock (Rival) 2

2

3

3

3

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

3

18

M/r Defense

0

0

Skills: Divine 3 (lll), Cool 1 (lkk), Knowledge (Forbidden) 3 (lll), Melee (Light) 1 (lk). Talents: • Adversary 1: Upgrade the difficulty of combat checks targeting this character once, • Dark Insight: Use Knowledge (Forbidden) to determine spell effects. Abilities: • Telepathic Coordination: A witch or warlock can perform a maneuver to add j to the next check

Adversaries anthology

GENESYS

31

Wraith (Rival) 1

3

2

3

3

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

0

19

M/r Defense

3

Equipment: • Massive Jaws: Brawl; Damage 12; Critical 2; Range (Engaged); Ensnare 2, Vicious 4. • Tail and Fins: Brawl; Damage 10; Critical 4; Range (Engaged); Knockdown.

3

Skills: Brawl 3 (lkk), Cool 2 (lk), Discipline 2 (llk), Ranged 1 (lkk). Talents: • None.

Source: ROT p. 231

Abilities: • Ghostly: May move over or through terrain (including doors and walls) without penalty. Halve the damage dealt to the wraith before applying soak, unless the attack came from a magical source such as a spell or magical weapon. • Silhouette 2. • Terrifying: At the start of the encounter, all of its opponents must make a Daunting (kkkk) fear check as an out-ofturn incidental, as per page 243 of the Genesys Core Rulebook. If there are multiple sources of fear in the encounter, the opponents only make one fear check against the most terrifying enemy. • Undead: Does not need to breathe, eat, or drink, and can survive underwater; immune to poisons and toxins. Equipment: • Spectral Claws: Brawl; Damage 2; Critical 1; Range (Engaged); Breach 1, Stun Damage, • Wailing Cry: Ranged; Damage 2; Critical 5; Range (medium); Breach 1, Stun Damage. Source: ROT p. 167

Wyrm Of The Deep (Nemesis) 5

5

2

3

2

4

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

9

28

25

M/r Defense

1

1

Skills: Brawl 4 (llllk), Discipline 3 (llk), Resilience 4 (llllk), Vigilance 2 (ll). Talents: • Adversary 1: Upgrade the difficulty of combat checks targeting this character once. Abilities: • Aquatic: A wyrm of the deep never treats water as difficult terrain and can breathe underwater. • Silhouette 4. • Terrifying: At the start of the encounter, all of its

32

opponents must make a Hard (kkk) fear check as an out-of-turn incidental, as per page 243 of the Genesys Core Rulebook. If there are multiple sources of fear in the encounter, the opponents only make one fear check against the most terrifying enemy.

Adversaries anthology GENESYS

Young Dragon (Rival) 4

3

3

2

2

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

6

23

M/r Defense

0

0

Skills: Arcana 1 (lkk), Brawl 2 (llkk), Cool 3 (llk), Ranged 2 (llk), Resilience 2 (llkk), Runes 1 (lkk), Vigilance 3 (llk). Talents: • Swift: A dragon does not spend additional maneuvers to move through difficult terrain. Abilities: • Flyer: Can fly; see page 100 of the Genesys Core Rulebook. • Silhouette 2. • Terrifying: At the start of the encounter, all of their opponents must make a Hard (kkk) fear check as an out-of-turn incidental, as per page 243 of the Genesys Core Rulebook. If there are multiple sources of fear in the encounter, the opponents only make one fear check against the most terrifying enemy. Equipment: • Fiery Breath: Ranged; Damage 8; Critical 3; Range (Short); Blast 8, Burn 2, Prepare 1. • Claws: Brawl; Damage 8; Critical 3; Range (Engaged); Vicious 2. Source: ROT p. 196

SCIENCE FICTION

Equipment: • None.

Aaron Marron (Nemesis)

Adonis and Eve Pleasure Bioroid (Rival)

4

2

Brawn

Agility

2 Intellect

Source: SotB p. 236

4

2

Cunning

Willpower

Soak Value

w. Threshold

S. Threshold

4

17

12

4

3

3

2

1

1

4

Presence

Brawn

Agility

Intellect

Cunning

Willpower

Presence

M/r Defense

0

0

Skills: Athletics 2 (llkk), Cool 2 (llkk), Coercion 4 (llll), Leadership 3 (lllk), Melee 4 (llkk), Ranged (Light) 3 (llk), Streetwise 4 (llll), Vigilance 2 (ll). Talents: • Field Commander: May make an Average (kk) Leadership check as an action; if successful, up to 4 allies may immediately suffer 1 strain to perform one maneuver out of turn. • Quick Draw: Once per round, this character may draw or holster a weapon or item as an incidental. Abilities: • Bad Rep: When another character fails a check targeting this character, that character suffers 2 strain. • Charismatic Menace: Allies within short range add a to checks they make; opponents within short range add h to checks they make. Equipment: • Custom Six-shooter: Ranged (Light); Damage 7; Critical 2; Range (Medium); Accurate 1. • Pocket plasma knife: Melee; Damage 8; Critical 2; Range (Engaged); Burn 1, Prepare 1, Sunder. • Sleeveless shirt, bandannas, silver crossed pistols on chain Source: RMC #1

Adam Industrial Labor Bioroid (Minion) 4

3

2

1

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

6

6

M/r Defense

0

0

Skills: Athletics, Mechanics. Talents: • None. Abilities: • Bioroid: Does not need to breathe, eat, or drink; can survive in vacuum and underwater; is immune to poisons and toxins; and cannot knowingly endanger humans.

Soak Value

w. Threshold

5

10

M/r Defense

0

0

Skills: Charm 4 (llll), Cool 4 (llll), Coordination 2 (llk), Deception 3 (lkk), Knowledge (Society) 3 (llk), Perception 2 (lkk). Talents: • Natural: Once per session, may reroll any one Charm or Cool check. Abilities: • Bioroid: Does not need to breathe, eat, or drink; can survive in vacuum and underwater; is immune to poisons and toxins; and cannot knowingly endanger humans. Equipment: • Fuzzy restraints. Source: SotB p. 236

Anarch Troublemaker (Rival) 2

3

3

3

1

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

2

10

M/r Defense

0

0

Skills: Athletics 3 (llk), Computers (Hacking) 2 (llk), Cool 4 (lllk), Knowledge (The Net) 2 (llk), Skulduggery 4 (lllk), Streetwise 3 (lll), Vigilance 1 (l). Talents: • Distinctive Style: May add sshh to any Computers (Hacking) check before rolling; hh trigger the I Know You! result in Table 3-2 on SotB page 130. Abilities: • Burn It Down: This character adds aa to the results of checks they make targeting authority figures. Equipment: • Fletcher Pistol: Ranged (Light); Damage 4; Critical 2; Range (Medium); Pierce 2, Vicious 2. • Molotov Cocktail: Ranged (Light); Damage 7; Critical 4; Range (Short); Blast 7, Burn 3. • Skulljack, Portable Terminal with Crypsis (SotB p. 137)-protected by Hadrian's Wall (SotB p. 133). Source: SotB p. 237

Adversaries anthology

GENESYS

33

Ares Combat Bioroid (Nemesis) 5

4

3

3

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

10

25

15

M/r Defense

0

0

Skills: Brawl 4 (llllk), Coercion 5 (llllk), Coordination 2 (llkk), Discipline 3 (lkk), Gunnery 4 (llll), Survival 3 (lllkk), Vigilance 3 (lkk). Talents: • Adversary 2: Upgrade difficulty of all combat checks against this target twice. • Grenadier: When making a combat check using a weapon with the Blast quality; may spend one Story Point to trigger Blast instead of spending a (even if the attack misses); in addition, treats grenades as having a range of medium. Abilities: • Combat Bioroid: Does not need to breathe, eat, or drink; can survive in vacuum and underwater; is immune to poisons and toxins. • Enhanced Auto-Bracing: Using the Auto-fire quality does not increase the difficulty of combat checks; each time the Ares triggers and additional hit, it suffers 1 strain. Equipment: • Integrated Rotary Cannon: Gunnery; Damage 10; Critical 3; Range (Long); Auto-fire. or • Integrated Heavy Gauss Rifle: Gunnery; Damage 10; Critical 2; Range (Extreme); Breach 1, Slow-firing 1. • Integrated Micro-missile Launcher: Gunnery; Damage 12; Critical 4; Range (Long); Blast 10, Guided 3, Limited Ammo 3. • Armored Fist: Brawl; Damage 8; Critical 4; Range (Engaged); Concussive 1, Knockdown, Sunder. Source: SotB p. 240

Assistant District Attorney (Rival) 2

1

3

3

2

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

2

10

M/r Defense

0

0

Skills: Charm 2 (llk), Coercion 3 (llk), Cool 2 (llk), Deception 1 (lkk), Knowledge (Society) 2 (llk), Melee 2 (ll), Negotiation 3 (lll), Perception 2 (llk).

34

Adversaries anthology GENESYS

Talents: • Adversary 1: Upgrade difficulty of all combat checks against this target once. • Natural: Once per session may reroll one Coercion or Negotiation check. Abilities: • Full Weight of the Law: When making a Coercion check to inflict strain during a social encounter, inflict 2 additional strain. Equipment: • Concealed Stun Baton: Melee; Damage 4; Critical 5; Range (Engaged); Disorient 3, Stun Damage. • Legal PAD, expensive suit. Source: SotB p. 228

Bernice Mai (Nemesis) 2

2

3

3

3

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

2

9

14

M/r Defense

0

0

Skills: Cool 4 (llkk), Computers (Hacking) 2 (llk), Computers (Sysops) 5 (lllkk), Knowledge (Society) 4 (lllk), Knowledge (The Net) 4 (llkk), Perception 3 (lll), Streetwise 3 (lll), Vigilance 3 (lll). Talents: • Nethunter: When this character successfully traces another charater during a Network encounter, they gain one additional trace. • Snare: Once per session, may spend an action and make a Hard (kkk) Computer (Sysops) check; if successful, once before end of the current Network encounter; the GM may spend a Story Point to force one character in the Network encounter to make a Daunting (kkkk) Vigilance check as an incidental; if they fail, they are staggered until the end of their next turn, plus one additiona turn per hh. Abilities: • All Seeing Eye: If this character has access to a server, increase the strength of all sentry ice on that server by 2. • Datasniffers: May spend hhh or d from any character's check to have this character learn their present location. Equipment: • High-end encrypted rig with voice and haptic controls, business suit Source: RMC #2

Camdrone (Minion) 1

3

1

1

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

1

2

M/r Defense

0

2

Skills: Perception, Vigilance. Talents: • None. Abilities: • Early Warning: Adds j to its operator's checks to determine Initiative. • Flyer: Can fly; see the Flying sidebar on page 100 of the Genesys Core Rulebook. • Mechanical: Does not need to breathe, eat, or drink, and can survive in vacuum and underwater; is immune to poisons and toxins. • Silhouette 0. • Telepresence: Can operate independently, or can be controlled directly by an operator via wireless link; if being controlled, the camdrone counts as having ranks in any skill equal to the controller's ranks in that skill. Equipment: • None. Source: SotB p. 233

Caprice Nisei (Nemesis) 2

3

4

2

5

4

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

2

14

18

M/r Defense

4

4

Skills: Computers (Sysops) 2 (llkk), Deception 2 (ll), Discipline 4 (llllk), Knowledge (Science) 2 (llkk), Knowledge (Society) 2 (llkk), Perception 2 (ll), Ranged (Light) 1 (lkk), Streetwise 1 (lk), Vigilance 4 (llllk). Talents: • Adversary 2: Upgrade difficulty of all combat checks against this target twice. • Probing Question: If this character knows her opponent's Flaw or Fear and inflicts strain on them using a social skill, the opponent suffers 3 additional strain.

Willpower instead of the normal skill and characteristic. • Psychic: As a maneuver may make and Average (kk) Vigilance check to learn the surface thoughts of all other characters in medium range. • Nisei Line: As an action, may make a Hard (kkk) Discipline check targeting one character within medium range. If successful, this character learns the target's Strength, Flaw, Fear, and Desire motivations and all current goals (in addition to other information at the GM's discretion). Equipment: • Synap Pistol: Ranged (Light); Damage 5; Critical 6; Range (Short); Disorient 4, Stun 3, Stun Damage. • Trenchcoat, NAPD badge, restraints. Source: SotB p. 171

Civic Brigadier (Minion) 3

2

2

2

2

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

3

4

M/r Defense

0

0

Skills: Athletics, Driving, Knowledge (Society), Mechanics, Melee Talents: • None. Abilities: • Community Volunteer: May use Knowledge (Society) instead of Charm, Coercion, Or negotiation during social interactions with undercity residents. Equipment: • Titanium Shovel: Melee; Damage 5; Critical 4; Range (Engaged); Stun 2. • Hard Hat: +1 melee defense. • PAD, toolkit Source: SotB p. 218

Abilities: • Apparent Precognition: Once per encounter when making a combat check, may use Discipline and

Adversaries anthology

GENESYS

35

Club Owner (Nemesis) 2

2

3

3

2

5

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

2

12

16

M/r Defense

0

0

Skills: Charm 3 (lllkk), Cool 3 (lllkk), Deception 2 (llk), Knowledge (Society) 2 (llk), Perception 3 (lllkk), Streetwise 3 (lll), Vigilance 2 (ll). Talents: • Clever Retort: Once per encounter, may add hh to another character's social skill check. • Customer Service: Experience 3: After making a Charm check, may suffer up to 3 strain to cancel an equal amount of h. Abilities: • Threat of Ban: While in club owner's establishment, may spend h from checks targeting club owner to have character making the check suffer 2 strain instead of 1. Equipment: • Stun Baton: Melee; Damage 4; Critical 5; Range (Engaged); Disorient 3, Stun Damage. • PAD, bouncers. Source: SotB p. 219

Combat Drone (Minion) 1

3

1

1

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

3

5

M/r Defense

0

2

Skills: Perception, Ranged (Light). Talents: • None. Abilities: • Flyer: Can fly; see the Flying sidebar on page 100 of the Genesys Core Rulebook. • Focus Fire: When making a combat check, add a to the results for every other character in the minion group. • Mechanical: Does not need to breathe, eat, or drink, and can survive in vacuum and underwater; is immune to poisons and toxins. • Silhouette 0. • Telepresence: Can operate independently, or can be controlled directly by an operator via wireless link; if being controlled, the combat drone counts as having ranks in any skill equal to the controller's ranks in that skill.

36

Adversaries anthology GENESYS

Equipment: • Light Fletcher: Ranged (Light); Damage 4; Critical 2; Range (Medium); Pierce 2. Source: SotB p. 233

Combat Drone (Rival) 1

3

1

1

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

4

10

M/r Defense

0

1

Skills: Coordination 1 (lkk), Perception 2 (lk), Ranged (Light) 1 (lkk), Vigilance 2 (lk). Talents: • None. Abilities: • Flyer: Can fly; see page 100. • Mechanical: Does not need to breathe, eat, or drink, and can survive in vacuum and underwater; immune to poisons and toxins. • Telepresence: Can operate independently, or can be controlled directly by an operator via wireless link; if being controlled, the combat drone counts as having ranks in a skill equal to the controller’s ranks in that skill. Equipment: • Rapid-fire Flechette Gun: Ranged (Light); Damage 4; Critical 2; Range (Medium); Auto-fire, Pierce 2, Vicious 2. Source: GCRB p. 178

Corporate Bioroids (Rival)

Corporate Sysop (Rival)

3

1

3

2

2

2

1

1

3

2

2

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

5

10

M/r Defense

0

Soak Value

w. Threshold

1

9

0

M/r Defense

0

0

Skills: Charm 2 (ll), Computers (Sysops) 2 (llk), Knowledge (Society) 2 (llk), Negotiation 2 (ll), Perception 2 (ll), Vigilance 2 (ll).

Skills: Computers (Sysops) 2 (llk), Knowledge (The Net) 2 (llk), Mechanics 1 (lkk), Perception 1 (lk), Vigilance 2 (ll).

Talents: • None.

Talents: • None.

Abilities: • Bioroid: Does not need to breathe, eat, or drink; can survive in vacuum and underwater; is immune to poisons and toxins; and cannot knowingly endanger humans. • Office Drone: When this character makes a social skill check, they add ah to the result.

Abilities: • Reinforce: As a maneuver, may increase the strength of one active piece of ice by 1 until the end of the corporate sysop's next turn.

Equipment: • Corporate PAD.

Criminal Runner (Nemesis) Source: SotB p. 236

Corporate Manager (Rival) 2

2

3

2

2

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

2

9

M/r Defense

0

0

Skills: Charm 1 (lkk), Computers (Sysops) 1 (lkk), Deception 2 (ll), Knowledge (Society) 1 (lkk), Leadership 3 (lll), Negotiation 2 (llk), Perception 2 (ll). Talents: • None. Abilities: • Corporate Oversight: When performing the assist maneuver, add shh to the result instead of adding j. Equipment: • Smartsuit, PAD Source: SotB p. 224

Equipment: • PAD, corporate ID, snacks. Source: SotB p. 225

2

3

3

4

2

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

2

14

16

M/r Defense

0

0

Skills: Computers (Hacking) 4 (lllk), Computers (Sysops) 2 (llk), Cool 3 (llk), Deception 3 (lllk), Knowledge (The Net) 2 (llk), Ranged (Light) 2 (llk), Skulduggery 3 (lllk), Streetwise 3 (lllk), Vigilance 2 (ll). Talents: • Adversary 1: Upgrade difficulty of all combat checks against this target once. • Distinctive Style: May add sshh to any Computers (Hacking) checks before rolling; hh triggers the I Know You! option in Table 3-2 SotB page 130. Abilities: • Direct Access: When jacking in from within the same building as the target server, automatically succeeds when making an access system check. Equipment: • Submachine Gun: Ranged (Light); Damage 5; Critical 3; Range (Medium); Auto-fire • Skulljack, fake IDs. • Portable Rig with Femme Fatale (SotB p. 137) and Corroder (SotB p. 136)-protected by Shinobi (SotB p. 135) Source: SotB p. 221

Adversaries anthology

GENESYS

37

Cyberdog (Rival) 3

2

1

3

1

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

4

8

M/r Defense

0

0

Skills: Athletics 2 (llk), Brawl 2 (llk), Perception 2 (llk), Vigilance 2 (lk).

Source: SotB p. 230

Desai Tutor Clone (Nemesis)

Talents: • None. Abilities: • Cybereyes: May see in infrared and may remove up to jj added to this character's check due to darkness. • Silhouette 0. • Takedown: As an action, may make an Average (kk) Athletics check targeting one engaged opponent; if successful, target is knocked prone, suffers 4 strain, and may not stand from prone during their next turn. Equipment: • Electrified Metal Jaws: Brawl; Damage 6; Critical 3; Range (Engaged); Stun 4. Source: SotB p. 226

Cybermod Bounty Hunter (Nemesis) 3

2

2

4

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

5

16

11

Knockdown, Stun Damage. • Stun Baton: Melee; Damage 5; Critical 5; Range (Engaged); Disorient 3, Stun Damage. • Concealed Buckyweave Clothing: 1 defense, +1 soak. • Sub-dermal armor, enhanced reflexes, cybernetic lungs, 2 snap locks, PAD full of warrants.

M/r Defense

1

1

Skills: Athletics 4 (lllk), Cool 2 (lk), Coordination 1 (lk), Deception 3 (lllk), Melee 3 (lll), Ranged (Heavy) 4 (llkk), Perception 3 (lllk), Streetwise 3 (lllk), Stealth 3 (llk), Vigilance 2 (ll). Talents: • Adversary 1: Upgrade difficulty of all combat checks against this target once. • Hamstring Shot: Once per round, may perform a ranged combat check against one non-vehicle target within range; on a success, halve the damage inflicted (before applying soak); the target is immobilized until the end of its next turn.

2

2

4

2

3

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

2

12

16

M/r Defense

0

0

Skills: Charm 3 (llk), Coordination 2 (ll), Discipline 3 (lll), Knowledge (Science) 3 (lllk), Knowledge (Society) 3 (lllk), Leadership 3 (llk), Medicine 3 (lllk). Talents: • Adversary 1: Upgrade difficulty of all combat checks against this target once. Abilities: • Expert Instruction: When this character performs the assist maneuver, upgrade the ability of the check once instead of adding j. Equipment: • Bonsai tree, instructor's holodisplay with full suite of lessons. Source: ADS #8

Diesel Bro (Minion) 3

2

1

2

1

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

3

6

M/r Defense

0

0

Skills: Athletics, Brawl, Coercion, Melee. Talents: • Berserk: As an incidental, until the end of the encounter, may add saa to all melee combat checks, but cannot make Ranged attacks; enemies add s to all combat checks targeting a diesel bro or group; when this talent is used, suffer 6 strain at end of encounter.

Abilities: • None.

Abilities: • None.

Equipment: • Shotgun Loaded with Stun Rounds: Ranged (Heavy); Damage 8; Critical 3; Range (Short);

Equipment: • Baseball bat: Melee; Damage 5; Critical 3; Range (Engaged); Disorient 2. • Diesel can, PAD Source: SotB p. 219

38

Adversaries anthology GENESYS

Disenfrancisto (Minion)

Perception 3 (lllkk), Streetwise 3 (lllkk).

2

2

2

3

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

2

5

M/r Defense

1

1

Skills: Melee, Resilience, Streetwise, Survival, Vigilance Talents: • None. Abilities: • None. Equipment: • Utility Knife: Melee; Damage 3; Critical 4; Range (Engaged). • Backpack of personal goods. Source: SotB p. 219

Disenfrancisto Survivalist (Rival) 3

2

2

3

3

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

3

12

M/r Defense

1

1

Talents: • Second Wind 4: Once per encounter, this character may heal 4 strain as an incidental. Abilities: • Better to Be Feared: May spend hh from an opponent's check to give that opponent the Fear (Elizabeth Mills) Motivation until the end of the session in addition to their other motivations. This character always knows when other characters have the Fear (Elizabeth Mills) Motivation. • That's a Nice Home You Have There: Once per encounter, may make an opposed Coercion versus Vigilance check targeting one other character in the current encounter; if successful, the target suffers 2 strain per s; may spend aa to affect one additional character in the current encounter and have them suffer and equal amount of strain, and spend t to stagger one affected target until the end of this character's next turn. Equipment: • Smart business suit, PAD loaded with contact information for "freelance contractors". Source: RMC #5

Skills: Athletics 2 (llk), Discipline 2 (llk), Mechanics 3 (llk), Medicine 2 (llk), Melee 1 (lkk), Perception 3 (lll), Ranged (Light) 3 (llk), Streetwise 2 (llk), Survival 2 (llk), Vigilance 1 (lkk). Talents: • Battlefield Medicine 1: Before making a medicine check, may use this talent to add s to the results; after the check is resolved, the target suffers 2 strain. Abilities: • None. Equipment: • Hand Cannon: Ranged (Light); Damage 7; Critical 3; Range (Medium), Inaccurate 1, Limited Ammo 4. • Backpack full of supplies, medical kit, rope, flashlight Source: SotB p. 220

Elizabeth Mills (Nemesis) 2

2

Brawn

Agility

3 Intellect

5

4

Cunning

Willpower

Soak Value

w. Threshold

S. Threshold

2

12

14

2 Presence

M/r Defense

0

0

Skills: Coercion 5 (llllk), Cool 1 (lk), Discipline 4 (llll), Deception 2 (llkkk), Leadership 2 (ll), Negotiation 2 (ll),

Adversaries anthology

GENESYS

39

EMS First Responder (Rival) 2

2

3

2

3

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

2

11

M/r Defense

1

1

Skills: Athletics 1 (lk), Knowledge (Science) 2 (llk), Medicine 3 (lll), Perception 1 (lk), Piloting 3 (llk). Talents: • Combat Medicine 2: Before making a Medicine check, may use this talent to add ss to the results; after this check is resolved, the target suffers 4 strain. Abilities: • None. Equipment: • Synap Pistol: Ranged (Light); Damage 5; Critical 6; Range (Short); Disorient 4, Stun 3, Stun Damage. • Medkit, medical scanner PAD, 2 slap-patches. Source: SotB p. 228

EWS Raider (Nemesis) 3

3

4

3

3

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

5

16

18

M/r Defense

2

2

Skills: Computers (Hacking) 3 (lllk), Computers (Sysops) 3 (lllk), Gunnery 2 (llk), Knowledge (The Net) 3 (lllk), Perception 2 (llk), Piloting 2 (llk), Ranged (Light) 2 (llk), Stealth 2 (llk), Survival 2 (llk). Talents: • Adversary 2: Upgrade difficulty of all combat checks against this target twice. • Drone Master: This character may control up to two drone rivals or a minion group of four drone minions; may spend a maneuver to allow each rival or minion group under their control to perform an action and a maneuver during this character's turn. Abilities: • Pit Trap Programs: May make an opposed Computers (Hacking) versus Computers (Sysops) check targeting another user on a system; if successful, that user is staggered for one round per s. Equipment: • Laser Pistol: Ranged (Light); Damage 6; Critical 3; Range (Short); Accurate 1, Burn 1. • Skin Suit: 2 defense, +2 soak, +2 wound threshold. • Up to four drones of various types

• Encrypted suit rig with BMI with Corroder (SotB p. 136) and Crypsis (SotB p 137)-protected by Archer (SotB p. 134) and Ice Wall (SotB p. 134). Source: SotB p. 230

Exosuit Trooper (Rival) 4

3

2

2

2

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

6

16

M/r Defense

1

1

Skills: Athletics 2 (llkk), Brawl 2 (llkk), Discipline 1 (lk), Ranged Heavy 2 (llk), Ranged (Light) 2 (llk), Vigilance 1 (lk). Talents: • None. Abilities: • None. Equipment: • Portable Laser Cannon: Ranged (Heavy); Damage 10; Critical 3; Range (Long); Accurate 1, Burn 1, Cumbersome 4. • Laser Pistol: Ranged (Light); Damage 6; Critical 3; Range (Short); Accurate 1, Burn 1. • Exosuit Fists: Brawl; Damage 6; Critical 4; Range (Engaged); Disorient 3, Knockdown. • Exosuit: +1 defense, +2 soak, +1 Brawn, +4 wound threshold; allows wearer to operate underwater and in vacuum for up to 1 hour. Source: GCRB p. 178

Field Anchor (Rival) 2

2

2

3

1

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

2

11

M/r Defense

0

0

Skills: Charm 3 (lll), Coercion 2 (lk), Cool 4 (lllk), Deception 2 (llk), Knowledge (Society) 2 (ll), Vigilance 3 (lkk). Talents: • Clever Retort: Once per encounter as an out-ofturn incidental, may add hh to a target's social skill check. Abilities: • Leading Question: Once per encounter, may spend a Story Point to learn one Motivation of any one other character in the encounter. Equipment: • Light "Bulletproof " Undervest: +1 soak • Camdrone, PAD, satellite uplink system, cheap and stain-resistant suit. Source: SotB p. 225

40

Adversaries anthology GENESYS

Floyd 2X3A7C (Nemesis) 4

2

4

2

3

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

5

18

14

M/r Defense

1

0

Skills: Charm 2 (ll), Computers (Sysops) 2 (llkk), Knowledge (Science) 2 (llkk), Negotiation 2 (ll), Perception 3 (llk), Ranged (Light) 4 (llkk), Streetwise 2 (llkk), Vigilance 2 (llk). Talents: • Adversary 2: Upgrade difficulty of all combat checks against this target twice. • Good Cop 2: May spend aa from a Charm or Negotiation check to upgrade the ability of a single ally's subsequent social check targeting the same character twice. Abilities: • Bioroid: Does not need to breathe, eat, or drink; can survive in vacuum and underwater; is immune to poisons and toxins; and cannot knowingly endanger humans. • Non-Lethal Apprehension: Only needs to spend a to trigger Disorient, Knockdown, and Stun qualities. Equipment: • Synap Pistol: Ranged (Light); Damage 5; Critical 6; Range (Short); Disorient 4, Stun 3, Stun Damage. • Badge, rosary Source: SotB p. 153

Gabriel "El Lobo" Santiago (Nemesis) 4

2

2

4

4

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

5

16

13

M/r Defense

0

0

Skills: Athletics 2 (llkk), Brawl 2 (llkk), Charm 4 (lllk), Computers (Hacking) 3 (llk), Deception 5 (llllk), Knowledge (Society) 1 (lk), Perception 3 (lllk), Ranged (Light) 3 (llk), Streetwise 5 (llllk), Vigilance 1 (lllk). Talents: • Adversary 2: Upgrade difficulty of all combat checks against this target twice. • Laugh It Off: When this character is targeted by a social skill check, they may spend hhh or d to reduce any strain the check inflicts by 5, then cause their opponent to suffer strain equal to the amount

reduced. • Lucky Strike: After making a successful combat check, may spend a Story Point to add 4 damage to one hit Abilities: • Direct Access: When jacking in from within the same building as the target server, automatically succeeds when making an access system check. • Contingency Plan: During any encounter this character or allies may spend a Story Point when an opponent would learn their location or identity instead. Equipment: • Laser Pistol: Ranged (Light); Damage 6; Critical 3; Range (Short); Accurate 1, Burn 1. • Reinforced Suit: +1 soak • Cybernetic arm, cybernetic eye • Desperado custom rig with Battering Ram, Femme Fatale, and Remore (pages 136-138 SotB)-may spend a Story Point to disconnect from any system as an out-of-turn incidental. Source: RMC #7

G-Mod Bodyguard (Rival) 3

3

2

1

1

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

4

14

M/r Defense

0

0

Skills: Brawl 2 (llk), Cool 2 (llk), Medicine 1 (lk), Piloting 2 (llk), Ranged (Light) 2 (llk), Vigilance 3 (lkk). Talents: • Body Guard 1: Once per round, may perform the Body Guard maneuver to guard an engaged target; suffer 1 strain to upgrade the difficulty of all combat checks targeting that character once until the end of this character's next turn. Abilities: • Enhanced Strength: May suffer 1 strain to add s to Athletics or Brawl checks. Equipment: • Synap Pistol: Ranged (Light); Damage 5; Critical 6; Range (Short); Disorient 4, Stun 3, Stun Damage. • Stun-knuckles: Brawl; Damage 4; Critical 4; Range (Engaged); Stun 3. • Concealed Light Armor Weave: +1 soak. • Sunglasses with HUD, 1 slap-patch. Source: SotB p. 231

Adversaries anthology

GENESYS

41

G-Modstrocity (Nemesis) 5

2

1

4

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

7

25

15

0

0

Talents: • Adversary 2: Upgrade difficulty of all combat checks against this target twice. • Indomitable: Once per encounter when incapacitated, may spend a Story Point to use this talent; then, this character is no longer incapacitated (and cannot become incapacitate) until the end of their next turn. Abilities: • Bone-Chilling Roar: Once per encounter, may suffer 3 strain and spend a maneuver to force all other character within long range (or within earshot) to make a Daunting (kkkk) Discipline check as an out-of-turn incidental. If they fail, they must use their maneuver to maove farther away; if they fail with h, they must also downgrade their action to an additional maneuver to move even farther away. If you're using the fear rules found on page 243 of the Genesys Core Rulebook, this can be a fear check instead. Equipment: • Distended Jaws And Oversized Claws: Brawl; Damage 12; Critical 4; Range (Engaged); Ensare, Sunder. Source: SotB p. 227

Source: GCRB p. 178

Hellion (Rival) 1

4

1

3

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

3

9

M/r Defense

2

2

Skills: Brawl 3 (lkk), Cool 4 (lkkk), Coordination 2 (llkk), Perception 2 (llk), Stealth 5 (llllk), Vigilance 4 (lkkk). Talents: • None. Abilities: • Mechanical: Does not need to breathe, eat, or drink, and can survive in vacuum and underwater; immune to poisons and toxins. • Impressively Flexible: May spend a Story Point to gain access to a formerly secure room or other location through a previously unnoticed vent shaft, slightly open window, or similar entry point. • Catlike: May make a maneuver to move normally up and down vertical surfaces, across ropes, and over otherwise impassable structures. • Silhouette 0. Equipment: • Titanium claw: Brawl; Damage 3; Critical 2; Range (Engaged); Pierce 3, Sunder. Source: SotB p. 240

Hacker (Nemesis) 1

1

4

3

2

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

1

11

16

M/r Defense

0

0

Skills: Cool 3 (llk), Computers 2 (llkk), Mechanics 1 (lkkk), Piloting 2 (lk). Talents: • Adversary 1: Upgrade difficulty of all combat checks against this target once. • Defensive Sysops: When defending a computer system against intrusion, add jj to opponents’ checks. • Distinctive Style: Before making a Computers check to hack a system, use this talent to add sshh to the results.

Adversaries anthology GENESYS

Equipment: • Custom computer terminal, energy drinks.

M/r Defense

Skills: Brawl 1 (lkkkk), Vigilance 2 (lk).

42

Abilities: • None

Henry Labor Clone (Minion) 4

2

2

2

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

5

7

M/r Defense

0

0

Skills: Athletics, Mechanics, Resilience. Talents: • None. Abilities: • Air Filter Implant: Immune to inhaled poisons and toxins. Equipment: • Durable Clothing: +1 Soak. Source: ADS #11

Human First Extremist (Minion)

Hunter-Killer Drone (Rival)

2

2

2

2

1

2

2

2

1

1

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

3

5

M/r Defense

0

Skills: Coercion, Melee, Vigilance.

Abilities: • Mob Mentality: Add j to all checks this character makes if part of a group of three or more minions. Equipment: • Sledgehammer: Melee; Damage 6; Critical 4; Range (Engaged); Knockdown. • Durable clothing: +1 soak. Source: SotB p. 237

Humanity Labor Rep (Rival) 2

2

2

3

1

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

w. Threshold

2

12

w. Threshold

4

15

M/r Defense

0

1

Skills: Coordination 1 (lk), Perception 2 (lk), Gunnery 1 (lk), Vigilance 2 (lk).

Talents: • None.

Soak Value

Soak Value

0

M/r Defense

0

0

Skills: Charm 2 (llk), Coercion 2 (lk), Negotiation 2 (llk), Streetwise 2 (llk). Talents: • Scathing Tirade: Use this talent to make an Average (kk) Coercion check; for each s, one opponent within short range suffers 1 strain; for each a, one affected opponent suffers 1 additional strain. Abilities: • Rile Them Up: Once per encounter, may make an Average (kk) Charm check targeting a group of bystanders or other neutral NPCs at medium range; if the check is successful, one of the bystanders (plus one per additional s) becomes a Human First Extremist; these NPCs for a single minion group and join the ongoing encounter. These NPCs may have been regular people convinced by the rep or they may have been members of Human First all along.

Talents: • None. Abilities: • Flyer: Can fly; see the Flying sidebar on page 100 of the Genesys Core Rulebook. • Mechanical: Does not need to breathe, eat, or drink, and can survive in vacuum and underwater; is immune to poisons and toxins. • Telepresence: Can operate independently, or can be controlled directly by an operator via wireless link; if being controlled, the camdrone counts as having ranks in any skill equal to the controller's ranks in that skill. Equipment: • Light Machine Gun: Gunnery; Damage 10; Critical 3; Range (Long); Auto-fire. • Micro-missile pod: Gunnery; Damage 12; Critical 4; Range (Long); Blast 10, Guided 3, Limited Ammo 6. or • Armor-piercing Missiles: Gunnery; Damage 20; Critical 2; Range (Extreme); Breach 2, Guided 4, Limited Ammo 2. Source: SotB p. 234

Equipment: • PAD. Source: SotB p. 237

Adversaries anthology

GENESYS

43

Hyperrat Swarm (Rival) 1

3

1

2

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

1

30

M/r Defense

1

1

Equipment: • Pistol: Ranged (Light); Damage 6, Critical 3; Range (Medium). • Reinforced Uniform: +1 soak. • PAD, customized cyber rig, NAPD badge

Skills: Brawl 3 (lkk), Coordination 2 (llk), Stealth 1 (lkk), Resilience 3 (lkk), Survival 3 (llk). Talents: • None.

Source: SotB p. 175

Abilities: • Swarm: Halve the damage dealt to this character before applying soak, unless the weapon has the Blast or Burn quality (regardless of whether the quality is activated). • They're All Over Me!: Enemies who start their turn engaged with this character lose their free maneuver. Equipment: • Bite: Brawl; Damage 3; Critical 4; Range (Engaged); Knockdown, Vicious 2, gains Pierce 2 against prone targets. Source: SotB p. 227

Inez Delgado (Nemesis) 3

2

4

4

2

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

4

15

16

M/r Defense

0

0

Skills: Athletics 1 (lkk), Computers (Hacking) 3 (lllk), Computers (Sysops) 3 (lllk), Deception 2 (llkk), Knowledge (The Net) 3 (lllk), Knowledge (Society) 3 (lllk), Perception 2 (llkk), Ranged (Light) 2 (ll), Skulduggery 2 (llkk), Streetwise 3 (lllk), Vigilance 2 (ll). Talents: • Adversary 1: Upgrade difficulty of all combat checks against this target once. • Determined Hunter: After successfully tracing another character during a Network encounter, gains one additional trace.. • Improved Defensive Sysops: When defending a computer system against intrusion, add fh to opponents' checks.

44

Abilities: • Personalized Icebreaker Suit: Always considered to have a strength 4 icebreaker that can affect barriers, sentries, and code gates. If break ice action fails, may spend aaaa or t to not suffer any effects of failing to break ice.

Adversaries anthology GENESYS

Jackson Howard (Nemesis) 2

2

3

2

3

5

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

5

10

19

M/r Defense

0

0

Skills: Charm 5 (lllll), Cool 4 (llllk), Knowledge (Society) 3 (lll), Leadership 3 (lllkk), Negotiation 4 (llllk), Vigilance 2 (llk). Talents: • Laugh It Off: When this character is targeted by a social skill check, they may spend hhh or d to reduce any strain the check inflicts by 5, then cause their opponent to suffer strain equal to the amount reduced. Abilities: • Flattery Gets You Everywhere: If t his character knows an opponent's Strength Motivation, when this character inflicts strain on the opponent, the opponent suffers 3 additional strain. • Nice Guy: After targeting this character with a Coercion or Deception check, if the check generated uncancelled h, double the amount of h generated. Equipment: • Colorful but tasteful suit, wrist-PAD with link to NBN mainframe, prototype smart toy, perfect white teeth. Source: RMC #9

Ji "Noise" Reilly (Nemesis) 2

2

4

3

1

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

2

13

13

M/r Defense

0

0

Skills: Computers (Hacking) 4 (llll), Computers (Sysops) 1 (lkkk), Cool 2 (ll), Deception 3 (lll), Operating 2 (llkk), Resilience 3 (llk). Talents: • Burn Through: After making a successful check to override a piece of ice, may suffer 3 strain to attempt to override a second piece of ice on the same system as an incidental. • Net Warrior: When using a BMI, may make an opposed Computers (Hacking) versus Computers (Sysops) check targeting one character accessing the system; the target suffers 1 strain per s, and if they are uising a BMI, they also suffer 1 swound per s. Abilities: • Causing Chaos: During a Network encounter, may spend an action to make a Hard (kkk) Knowledge (The Net) check; if successful, opponents must upgrade the difficulty of checks made on the system for the rest of the encounter twice, and allies must upgrade the difficulty of checks made on the system for the rest of the encounter once. • Boosted Intellect: May suffer 1 strain to add s to any Intellect-based check. • Virus Suite: When performing the burn system action, reduce difficulty of check by 2, and damage the system one additional step for every additional s (instead of ss). Equipment: • Light Pistol: Ranged (Light); Damage 5; Critical 4; Range (Short). • Turntable portable console with Corroder and Yog.0 (pages 136-138 of SotB)-protected by Archer and Ice Wall (page 134 of SotB). Source: RMC #10

Kati Jones (Nemesis) 2

4

2

3

3

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

2

12

14

Piloting 4 (llll), Stealth 1 (lkkk), Streetwise 2 (llk), Vigilance 2 (llk). Talents: • Adversary 1: Upgrade difficulty of all combat checks against this target once. • Determined Driver: When driving or piloting a vehicle, may spend a Story Point to have the vehicle heal 4 system strain. • Offensive Driving: When driving or piloting, may make an opposed Driving or Piloting versus Driving or Piloting check versus the driver or pilot of one other vehicle in medium range. If successful, roll two Critical Hit results, choose one to apply to this character's vehicle and one to the target vehicle. t adds +20 to one result, d adds +20 to both results. Abilities: • Max Throttle: When piloting or driving a vehicle, its max speed is increased by 1. Equipment: • Flight suit, leather jacket, custom hopper (use luxury hopper profile (page 113 SotB) with encumbrance capacity 40, hopperbike. Source: SotB p. 184

Liberty Society Rep (Rival) 1

1

3

3

2

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

1

9

M/r Defense

0

0

Skills: Charm 2 (llk), Cool 1 (lkk), Knowledge (Science) 2 (llk), Knowledge (Society) 3 (lll), Negotiation 3 (lll), Streetwise 1 (lkk). Talents: • Clever Retort: Once per encounter as an out-ofturn incidental, may add hh to a target's social skill check. Abilities: • None. Equipment: • Legal PAD. Source: SotB p. 238

M/r Defense

0

0

Skills: Athletics 1 (lk), Coordination 2 (llkk), Computers (Sysops) 3 (llk), Driving 4 (llll), Knowledge (Society) 2 (ll), Perception 2 (llk),

Adversaries anthology

GENESYS

45

Lily Lockwell (Nemesis)

Lívia Texeira (Nemesis)

2

2

3

3

2

4

3

3

2

4

4

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

2

12

20

M/r Defense

0

0

Skills: Charm 4 (llll), Cool 3 (lllk), Deception 2 (llk), Knowledge (Society) 3 (lll), Leadership 1 (lkkk), Perception 3 (lll), Streetwise 2 (llk), Vigilance 3 (llk). Talents: • Adversary 1: Upgrade difficulty of all combat checks against this target once. • Probing Question: If this character knows her opponent's Flaw or Fear and inflicts strain on them using a social skill, the opponent suffers 3 additional strain. • Ruinous Repartee: Once per encounter, may make an opposed Charm versus Discipline check targeting one opponent within earshot. If successful, opponent suffers 8 strain plus 1 per s and this character heals an equal amount of strain. Abilities: • Famous: Once per encounter, may spend a Story Point to force one opponent with earshot to make a Hard (kkk) Discipline check as an out-of-turn incidental. If they fail they must fulfill one of this character's requests, such as let them past a checkpoint, stop attacking them, etc. Equipment: • Monocam eyepiece, sharp outfit, and sardonic demeanor Source: SotB p. 165

Soak Value

w. Threshold

S. Threshold

4

18

14

M/r Defense

0

0

Skills: Athletics 2 (llk), Brawl 4 (lllk), Coercion 4 (llll), Cool 2 (ll), Discipline 4 (llll), Knowledge (Society) 3 (llk), Leadership 3 (llk), Perception 2 (llkk), Ranged (Heavy) 4 (lllk), Ranged (Light) 4 (lllk), Resilience 2 (llk), Streetwise 5 (llllk), Vigilance 2 (llkk). Talents: • Adversary 3: Upgrade difficulty of all combat checks against this target three times. • Deadeye: After inflicting a Critical Injury and rolling the result, may suffer 2 strain to select any Critical Injury of the same severity to apply to the target instead. Abilities: • Los Scorpiones Boss: May spend a maneuver to direct all Los Scorpiones scharacter in the current encounter; each may immediately perform a free maneuver or add s to the results of their next check. • Extreme G-modded Physique: Before making an Athletics, Brawl, Melee, or Resilience check, may suffer 1 strain to add ss to the results. Equipment: • Skorpios Stalker V Pistol: Ranged (Light); Damage 4; Critical 2; Range (Medium); Guided 2, Pierce 4, Vicious 2. • Skorpios Stalker V Rifle: Ranged (Heavy); Damage 4; Critical 2; Range (Extreme); Guided 3, Pierce 4, Vicious 2. • 4 Monofilament grenades: Ranged (Light); Damage 7; Critical 3; Range (Short); Blast 7, Limited Ammo 1, Vicious 2. • G-modded fists and feet: Brawl: Damage 5; Critical 3; Range (Engaged); Disorient 1, Knockdown, Sunder. • Trenchcoat with hidden pockets and holsters: +1 soak. • Cocktail dress. Source: UC

46

Adversaries anthology GENESYS

Loonie Revolutionary (Rival)

Maintenance Drone (Rival)

1

1

3

3

2

3

3

1

1

1

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

1

9

M/r Defense

0

Skills: Cool 2 (llk), Leadership 3 (lll), Perception 2 (llk), Ranged (Heavy)2 (lk), Skulduggery 1 (lkk).

Abilities: • None. Equipment: • Scavenged Industrial Laser Rifle: Ranged (Heavy); Damage 8; Critical 3; Range (Medium); Burn 1, Inferior. • Armored Space Suit: +2 soak. Source: SotB p. 238

Los Scorpiones Cascares (Minion) 3

2

2

2

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

w. Threshold

4

7

M/r Defense

0

w. Threshold

5

8

M/r Defense

0

0

Skills: Athletics 3 (lkk), Mechanics 3 (lkk).

Talents: • Inspiring Rhetoric: May make an Average (kk) Leadership check as an action; for each s the check generates, one ally within short range heals 1 strain; for each a, one ally benefiting from Inspiring Rhetoric heals 1 additional strain.

Soak Value

Soak Value

0

0

Skills: Coercion Melee, Ranged (Light), Streetwise, Vigilance. Talents: • None.

Talents: • None. Abilities: • Mechanical: Does not need to breathe, eat, or drink, and can survive in vacuum and underwater; is immune to poisons and toxins. Equipment: • Manipulator Arms: Brawl; Damage 4; Critical 6; Range (Engaged); Inaccurate 1. • Integrated construction and repair tools. Source: SotB p. 234

Melange Overseer (Rival) 4

2

2

2

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

6

12

M/r Defense

0

0

Skills: Brawl 2 (llkk), Coercion 3 (llk), Driving 2 (ll), Knowledge (Science) 1 (lk), Leadership 3 (lkk), Mechanics 2 (ll), Perception 2 (ll), Ranged (Light) 1 (lk). Talents: • Adversary 1: Upgrade difficulty of all combat checks against this target once. Abilities: • Lunar Off-Roading: Add jj to any Driving or Survival checks made on the lunar surface.

Abilities: • None. Equipment: • Armor-piercing Submachine Gun: Ranged (Light); Damage 5; Critical 3; Ranged (Medium); Auto-fire, Pierce 2. • Machete: Melee; Damage 6; Critical 3; Range (Engaged); Vicious 1. • Aviator glasses. Source: SotB p. 222

Equipment: • Retrofitted strength-augmenting gauntlet: Brawl; Damage 7; Critical 4; Range (Engaged); Concussive 1, Knockdown. • Laser Pistol: Ranged (Light); Damage 6; Critical 3; Range (Short); Accurate 1, Burn 1. • Reinforced Mining Space Suit: +2 soak • Lunar megarover, PAD Source: SotB p. 225

Adversaries anthology

GENESYS

47

Megacorp Exec (Nemesis)

Mercenary Vet (Nemesis)

2

2

3

3

4

5

4

4

3

3

3

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

2

12

18

M/r Defense

0

0

Skills: Charm 3 (lllkk), Cool 3 (lllkk), Deception 4 (lllk), Discipline 2 (llkk), Leadership 4 (llllk), Negotiation 4 (llllk), Perception 3 (lll), Vigilance 3 (lllk). Talents: • Adversary 1: Upgrade difficulty of all combat checks against this target once. • Proper Upbringing 2: When making a social skill check in the company of fellow corporate employees, may suffer 2 strain to add aa to the check. Abilities: • Let's Make a Deal: If this character knows an opponent's Desire Motivation, when this character inflicts strain on the opponent, the opponent suffers 4 additional strain. • Ominous Reputation: When an opponent targets this character with a check, the opponent suffers 2 strain. Equipment: • Expensive suit with built-in PAD, credstick with unlmited funds, teacup giraffe, personal assistant. Source: SotB p. 226

Soak Value

w. Threshold

S. Threshold

6

16

14

M/r Defense

0

0

Skills: Athletics 1 (lkkk), Cool 1 (lk), Melee 3 (lllk), Ranged (Heavy) 3 (lllk), Ranged (Light) 2 (llkk), Stealth 2 (llkk), Survival 3 (lll), Vigilance 3 (lll). Talents: • Adversary 2: Upgrade difficulty of all combat checks against this target twice. • Quick Draw: Once per round on this character's turn, may draw or holster an easily accessible weapon or item as an incidental. • Rapid Reaction 2: Suffer up to 2 strain to add an equal number of s to Vigilance or Cool checks made to determine Initiative order. Abilities: • None. Equipment: • Bullpup carbine: Ranged (Heavy); Damage 7; Critical 3; Range (Medium); Accurate 1, Auto-fire. • 2 Monofilament Grenades: Ranged (Light); Damage 7; Critical 3; Range (Short); Blast 7, Limited Ammo 1, Vicious 1. • Custom Combat Knife: Melee; Damage 6; Critical 2; Range (Engaged); Vicious 2. • Light Body Armor: +2 soak. Source: SotB p. 231

48

Adversaries anthology GENESYS

Miguel Moreno (Nemesis)

Monica Singh (Nemesis)

2

2

3

3

2

4

2

4

4

5

4

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

4

14

18

M/r Defense

0

0

Skills: Charm 5 (llllk), Cool 1 (lkkk), Deception 4 (lllk), Leadership 3 (lllk), Negotiation 4 (llll), Perception 1 (lkkk), Ranged (Light) 2 (ll), Streetwise 2 (llk), Vigilance 1 (lkkk). Talents: • Adversary 1: Upgrade difficulty of all combat checks against this target three once. • Laugh It Off: When this character is targeted by a social skill check, they may spend hhh or d to reduce any strain the check inflicts by 5, then cause their opponent to suffer strain equal to the amount reduced. Abilities: • Fallen Figure of Faith: When making a social skill check to inflict strain, inflicts 2 additional strain, unless target knows this character's Fear or Flaw motivations. Equipment: • Snub Pistol: Ranged (Light); Damage 6; Critical 3; Range (Short); Inaccurate 1. • Priest's robes, rosary, silver case of Lo-Fi capsules, personal Bible with snub-pistol-shaped hollow space inside. Source: UC

Soak Value

w. Threshold

S. Threshold

3

16

16

M/r Defense

1

1

Skills: Coordination 3 (lllk), Cool 5 (lllkk), Deception 4 (llllk), Melee 2 (ll), Ranged (Light) 4 (llll), Skulduggery 4 (llllk), Stealth 5 (llllk), Vigilance 1 (lkkk). Talents: • Adversary 2: Upgrade difficulty of all combat checks against this target twice. • Unremarkable: Other characters add f to any checks made to find or identify this character in a crowd Abilities: • And Just Like That...: May spend hhh or d from checks made by enemy characters in the current encounter to hide of blend into the crowd; enemies must make a successful opposed Perception or Vigilance versus Stealth check to locate this character until she makes a combat check or otherwise reveals herself. • Quiet Killer: May use Stealth instead of Melee or Brawl when making combat checks against unaware targets. Equipment: • Fletcher pistol with razor ammo: Ranged (Light); Damage 4; Critical 2; Range (Medium); Pierce 4, Vicious 3. • Monomolecular Stiletto: Melee; Damage 2; Critical 2; Range (Engaged); Pierce 5, Vicious 3. • Concealed buckyweave armor: +1 soak, 1 defense • One-way comm device Source: RMC #13

Adversaries anthology

GENESYS

49

Mr. Li (Nemesis)

Mr. Stone (Nemesis)

2

2

3

3

4

4

3

2

2

3

3

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

2

14

14

M/r Defense

0

0

Soak Value

w. Threshold

S. Threshold

4

15

15

M/r Defense

0

0

Skills: Charm 3 (lllk), Coercion 4 (llll), Cool 3 (lllk), Discipline 3 (lllk), Knowledge (Society) 4 (lllk), Leadership 4 (llll), Negotiation 5 (llllk), Perception 3 (lll), Streetwise 4 (lllk), Vigilance 3 (lllk). Talents: • Adversary 2: Upgrade difficulty of all combat checks against this target twice. • Improved Field Commander: May make an Average (kk) Leadership check as an action; if successful, up to 8 allies may immediately suffer 1 strain to perform one maneuver out of turn; spend t to allow one ally to spend 1 strain to perform an action instead.

Skills: Athletics 3 (lll), Coercion 4 (lllk), Discipline 3 (lll), Melee 4 (lllk), Perception 3 (lll), Driving 3 (llk), Ranged (Light) 5 (llkkk), Ranged (Heavy) 5 (llkkk), Skulduggery 4 (lllk), Stealth 4 (llkk), Streetwise 4 (lllk), Vigilance 3 (lll). Talents: • Adversary 3: Upgrade difficulty of all combat checks against this target three times. • Dual Wielder: Once per round this character may spend a maneuver to decrease the difficulty of the next combined combat check they make by one. • Quick Draw: Once per round, this character may draw or holster a weapon or item as an incidental.

Abilities: • ...They Pull You Back In: After calling in a favor, this character may make an opposed Coercion versus Discipline check; if successful the target still owes this character a favor; t means the target now owes a favor of one magnitude great than before. • Unflappable: When targeted by a social skill check that inflicts strain, reduce the strain suffered by 2 to a minimum of 1.

Abilities: • Cold Killer: Once per encounter when this character incapacitates a target, they may force all allies of the target to make an Average (kk) Discipline check as an out-of-turn incidental. If they fail, they lose their free maneuver during their next turn; if you're using the fear rules (page 243 CRB), this counts as a fear check, and other effects may apply as well. • Prepared Battlefield: Once per session, when another character activates, as an out-of-turn incidental may spend a Story Point to knock that character and any characters engaged with them prone and inflict three wounds and three strain on them.

Equipment: • Concealed Laser Pistol: Ranged (Light); Damage 5; Critical 3; Range (Short); Accurate 1, Burn 1, Limited Ammo 2. • Expensive suit, numerous members of 14k, smug expression Source: RMC #14

Equipment: • Twin pistols with supercharger ammo: Ranged (Light); Damage 6; Critical 3; Range (Medium); Pierce 2. • Scoped Gauss Rifle: Ranged (Heavy); Damage 10; Critical 2, Range (Extreme); Cumbersome 3, Pierce 5, Slow-Firing 1, reduce difficulty of combat checks made at long and extreme range by 1 • Suit with reinforced fiber weave: +1 soak • Camdrone, PAD, credstick with untraceable fund account Source: RMC #15

50

Adversaries anthology GENESYS

NAPD Detective (Rival)

NAPD Patrol Officer (Minion)

2

2

3

3

2

2

2

3

2

1

2

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

2

14

M/r Defense

0

Soak Value

w. Threshold

4

4

0

Skills: Charm 3 (llk), Coercion 3 (llk), Cool 2 (ll), Knowledge (Science) 2 (llk), Perception 3 (lll), Ranged (Light) 2 (ll), Vigilance 3 (llk).

M/r Defense

0

0

Skills: Athletics, Coercion, Leadership, Melee, Ranged (Light), Vigilance.

Talents: • Good and Bad Cop: May spend aa from Charm, Coercion, Deception, or Negotiation check to upgrade the ability of an ally's social skill check targeting the same character once. Abilities: • Lawful Authority: Add s to the results of any social skill checks made when interacting with residents of New Angeles. Equipment: • HHI M-3 Pistol: Ranged (Light); Damage 5; Critical 4; Range (Medium); as an incidental may choose to apply one of the following qualities before making an attack: Blast 4, Pierce 2, Stun Damage. • 2 snap locks, pocket flask, NAPD PAD.

Talents: • None. Abilities: • Lawful Authority: Add s to the results of any social skill checks made when interacting with residents of New Angeles. Equipment: • HHI M-3 Pistol: Ranged (Light); Damage 5; Critical 4; Range (Medium); as an incidental may choose to apply one of the following qualities before making an attack: Blast 4, Pierce 2, Stun Damage. • Stun Baton: Melee; Damage 5; Critical 5; Range (Engaged); Disorient 3, Stun Damage. • Reinforced Uniform: +1 soak. • NAPD PAD, 4 snap locks. Source: SotB p. 229

Source: SotB p. 229

NAPD Hachi-Inu K8 Unit (Rival) 2

3

1

3

2

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

3

10

M/r Defense

1

1

Skills: Brawl 3 (llk), Discipline 1 (lk), Perception 4 (lllk), Resilience 2 (ll), Survival 3 (lll). Talents: • None. Abilities: • None. Equipment: • Fangs and Bite: Brawl; Damage 5; Critical 4; Range (Engaged); Knockdown, Stun 5. Source: SotB p. 229

Adversaries anthology

GENESYS

51

NAPD Riot Police (Minion) 4

2

2

1

2

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

6

7

M/r Defense

2

2

Skills: Athletics, Brawl, Coercion, Melee, Vigilance.

Source: SotB p. 230

Talents: • None.

Olivia "Chaos Theory" Ortiz (Nemesis)

Abilities: • Disperse!: Once per encounter, as an action, may force all non-NAPD characters within medium range to make an Average (kk) Discipline check as an out-of-turn incidental; those who fail must spend their next turn moving away from this character or minion group and attempting to leave the encounter if possible. Equipment: • Electrified Power Gauntlet: Brawl; Damage 8; Critical 4; Range (Engaged); Concussive 2, Knockdown, Prepare 1, Stun Damage. • Riot Shield: Melee, Damage 4; Critical 5; Range (Engaged); Defensive 2, Deflection 2, Inaccurate 2. • Riot Armor: +2 soak. • Smoke grenades, 4 snap locks. Source: SotB p. 229

NAPD SWAT (Rival) 3

3

2

3

3

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

6

15

M/r Defense

0

0

Skills: Athletics 2 (llk), Coercion 2 (llk), Ranged (Heavy) 2 (llk), Ranged (Light) 2 (llk), Stealth 2 (llk), Vigilance 2 (llk). Talents: • None. Abilities: • Lawful Authority: Add s to the results of any social skill checks made when interacting with residents of New Angeles. Equipment: • HHI Scoped Gauss Rifle: Ranged (Heavy); Damage 10; Critical 2; Range (Extreme); Cumbersome 2, Pierce 5, Slow-Firing 1, reduce difficulty of combat checks at long range or greater by 1.

52

• HHI SP-10 Shotgun: Ranged (Heavy); Damage 8; Critical 3; Range (Short); as an incidental may choose to apply one of the following qualities before making an attack: Blast 5, Knockdown, Stun Damage, Vicious 2. • Backup Fletcher Pistol: Ranged (Light); Damage 4; Critical 2; Range (Medium); Pierce 2, Vicious 2. • Body Armor: +2 soak.

Adversaries anthology GENESYS

1

2

5

3

2

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

1

9

14

M/r Defense

2

2

Skills: Charm 2 (lkkk), Computers (Hacking) 5 (lllll), Computers (Sysops) 3 (lllkk), Cool 3 (lll), Knowledge (The Net) 3 (lllkk), Mechanics 3 (lllkk), Stealth 1 (lk), Survival 1 (lkk), Vigilance 3 (llk). Talents: • Code Slinger: When performing the activate program maneuver in a hacking encounter, may choose not to deactivate one other active icebreaker; may have two icebreakers active at once. • Rapid Reaction 4: May suffer up to 4 strain to add an equal number of s to Vigilance or Cool checks made to determine Initiative order. Abilities: • Exploratory Romp: May spend an action to make a Hard (kkk) Computer (Hacking) check; if successful this character and allies learn identity of one piece of ice on a server per s. • Wunderkind: Once per session may spend an action to make a Hard (kkk) Computer (Sysops) check; if successful all ice or icebreakers controlled by this character or one ally increase their strength by 2 for the remainder of the encounter. Equipment: • Tool kit • Dinosaurus rig with Corroder, Faerie, and Torch (pages 136-138 of SotB)-protected by Dinosaurus ice (use rules for Syn 2.2 on page 135 of SotB) Source: RMC #4

Omoi Security Clone (Rival)

Orgcrime Lieutenant (Nemesis)

3

3

2

1

1

1

2

2

3

4

2

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

3

12

M/r Defense

0

0

Skills: Athletics 1 (lkk), Brawl 3 (lll), Cool 3 (lkk), Driving 1 (lkk), Perception 2 (lk), Ranged (Light) 3 (lll), Vigilance 3 (lkk). Talents: • None. Abilities: • None. Equipment: • Synap Pistol: Ranged (Light); Damage 5; Critical 6; Range (Short); Disorient 4, Stun 3, Stun Damage. • Palm Stunner: Brawl; Damage 5; Critical 5, Range (Engaged); Disorient 2, Slow-firing 2, Stun Damage. Source: ADS #14

Opticon Foundation Watchdog (Rival) 2

2

4

3

2

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

2

9

M/r Defense

0

0

Skills: Computers (Hacking) 1 (lkkk), Cool 3 (llk), Deception 2 (llk), Knowledge (Society) 1 (lkkk), Perception 3 (lll), Skulduggery 2 (llk).

Soak Value

w. Threshold

S. Threshold

2

16

13

M/r Defense

0

0

Skills: Coercion 3 (llk), Cool 4 (lllk), Deception 3 (lllk), Knowledge (Society) 2 (llk), Leadership 3 (lll), Ranged (Light) 3 (llk), Skulduggery 2 (llkk), Streetwise 4 (llll). Talents: • Adversary 2: Upgrade difficulty of all combat checks against this target twice. • Forgot to Count?: When targeted by a ranged attack, can spend hh to cause attacker to run out of ammunition. Abilities: • Tactical Direction: May spend a maneuver to direct one friendly minion group within medium range; that group may immediately perform a free maneuver or add j to its next check. • You Thought You Were Out...: When making a Coercion check to maintain a favor after calling it in, the check is an Average (kk) Coercion check instead of an opposed check. Equipment: • Gold-Plated Laser Pistol: Ranged (Light); Damage 6; Critical 3; Range (Short); Accurate 1, Burn 1 • Gold chains, nice suit. Source: SotB p. 222

Talents: • You Owe Me One: Once per session, you may spend one Story Point to have one other character in the encounter owe this character a small favor for past services performed by this character or their organization. Abilities: • None. Equipment: • Discrete monocam, camdrone, fake idents, encrypted PAD. Source: SotB p. 238

Adversaries anthology

GENESYS

53

Orgcrime Heavy (Rival)

Principled Runner (Nemesis)

4

3

2

2

1

2

2

2

4

2

3

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

6

15

M/r Defense

0

Skills: Athletics 2 (llk), Brawl 2 (lllk), Discipline 2 (lk), Ranged (Heavy) 2 (llk), Resilience 1 (lkkk), Streetwise 3 (llk), Vigilance 1 (l). Talents: • Adversary 1: Upgrade difficulty of all combat checks against this target once. • Street Fighter: When disorienting or knocking a target prone, the target suffers 3 wounds. Abilities: • None. Equipment: • Fletcher: Ranged (Heavy); Damage 4; Critical 2; Ranged (Medium); Blast 4, Pierce 2, Vicious 3. • Power Gauntlet: Melee; Damage 8; Critical 4; Range (Engaged); Concussive 2, Knockdown, Prepare 1. • Light Armor Vest: +2 soak. • Oversized suit with hidden holsters. Source: SotB p. 222

Orgcrime Muscle (Minion) 2

2

2

2

2

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

3

15

M/r Defense

0

Soak Value

w. Threshold

S. Threshold

3

12

13

0

0

Skills: Brawl, Coercion, Ranged (Light). Talents: • None. Abilities: • Threatening: When providing assistance on another character's Coercion checks, add s to results for each minion in the group beyond the first. Equipment: • Brass Knuckles: Brawl; Damage 3; Critical 4; Range (Engaged); Disorient 3. • Fletcher Pistol: Ranged (Light); Damage 4; Critical 2; Range (Medium); Pierce 2, Vicious 2 • Cheap Padded Suit: +1 soak Source: SotB p. 222

M/r Defense

1

1

Skills: Charm 1 (lkk), Computers (Hacking) 3 (lllk), Computers (Sysops) 3 (lllk), Cool 2 (llk), Knowledge (Science) 3 (lllk), Knowledge (The Net) 4 (llll), Perception 3 (llk), Ranged (Light) 1 (lk). Talents: • Burn Through: After making a successful check to override a piece of ice, may suffer 3 strain to attempt to override a second piece of ice on the same system as an incidental. • Natural: Once per session may reroll one Computers (Hacking) or Knowledge (The Net) check. Abilities: • None. Equipment: • Synap Pistol: Ranged (Light); Damage 5; Critical 6; Range (Short); Disorient 4, Stun 3, Stun Damage. • Armored Utility Vest: +1 defense, +1 soak. • BMI. • Big rig with Athena (SotB p. 136) and Yog.0 (SotB p. 138)- protected by Hawk's Eye (SotB p. 134) and Fire Wall (SotB p. 133) Source: SotB p. 223

Private Military Contractor (Minion) 3

3

1

2

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

5

5

M/r Defense

1

1

Skills: Discipline, Ranged (Heavy), Vigilance. Talents: • None. Abilities: • None. Equipment: • Assault Rifle: Ranged (Heavy); Damage 8; Critical 3; Range (Long); Auto-fire. • Plasteel carapace: 1 defense, +2 soak. Source: SotB p. 232

54

Adversaries anthology GENESYS

Rachel Beckmann (Nemesis) 4

3

2

4

2

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

6

18

12

M/r Defense

0

0

Skills: Coercion 3 (llk), Cool 2 (ll), Brawl 3 (lllk), Ranged (Light) 2 (llk), Streetwise 3 (lllk), Vigilance 3 (llk). Talents: • Adversary 2: Upgrade difficulty of all combat checks against this target twice. • Takedown: May make an opposed Brawl vs. Resilience check targeting one engaged opponent. If successful, target is knocked prone and immobilized until end of Beckmann's next turn. Abilities: • And Stay Down: When making a Brawl or Melee combat check targeting a prone opponent, add saa to the results. Equipment: • Augmented Fists: Brawl; Damage 7; Critical 3; Range (Engaged); Disorient 3, Knockdown. • Heavy Pistol with linked sight: Ranged (Light); Damage 7; Critical 3; Range (Medium); Accurate 1. • Ballistic Vest: +2 soak • Set of restraints Source: SotB p. 157

Rashida Jaheem (Nemesis) 4

4

2

3

3

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

6

17

14

M/r Defense

1

1

Skills: Athletics 2 (llkk), Brawl 2 (llkk), Cool 3 (llk), Coordination 2 (llkk), Discipline 3 (lll), Gunnery 3 (lllk), Leadership 3 (llk), Ranged (Heavy) 3 (lllk), Resilience 2 (llkk), Stealth 2 (llkk), Survival 3 (lll). Talents: • Adversary 2: Upgrade difficulty of all combat checks against this target once. • Deadeye: After this character inflicts a Critical Injury with a ranged weapon and rolls the result, may suffer 2 strain to select another Critical Injury of the same severity to apply to the target instead. Abilities: • Ruthless Efficiency: Before making a combat check,

may spend one Story Point to reduce the number of a needed to activate item qualities or trigger effects by one to a minimum of one. • Well Oiled Machine: While within medium range of this character, allies may perform a second maneuver without suffering strain. Equipment: • Bullpup carbine: Ranged (Heavy); Damage 7; Critical 3; Range (Medium); Accurate 1, Auto-fire. • Suit-mounted Micro-missle: Gunnery; Damage 12; Critical 4; Range (Long); Blast 10, Cumbersome 4, Guided 3, Limited Ammo 1, Prepare 1. • Armored Gauntlets: Brawl; Damage 6; Critical 4; Range (Engaged); Disorient 3, Knockdown. • Plasteel Carapace Armor: +2 soak, 1 defense • Encrypted field radio Source: RMC #17

Raymond Flint (Nemesis) 2

3

4

5

1

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

3

16

12

M/r Defense

1

0

Skills: Charm 3 (lll), Cool 4 (lllk), Deception 3 (lllkk), Knowledge (Society) 5 (llllk), Piloting 2 (llk), Ranged (Light) 3 (lll), Skulduggery 4 (lllk), Stealth 3 (lll), Streetwise 5 (lllll), Vigilance 4 (lkkk). Talents: • Adversary 2: Upgrade difficulty of all combat checks against this target once. • Bad Habit: May spend a maneuver and become disoriented until the end of the encounter; at the beginning of each subsequent turn during the encounter this character heals 2 strain. Abilities: • In the Know: When another character makes an assisted Knowledge (Society) or Streetwise check with this character, add sa to the results. • Spot the Connections: May spend a to learn one Motivation of any character in the current encounter. • Troubled Past: When a character who knows this character's Fear or Flaw targets this character with a successful social skill check, this character suffers 2 strain. Equipment: • Fletcher: Ranged (Heavy); Damage 4; Critical 2; Ranged (Medium); Blast 4, Pierce 2, Vicious 3. • Heavy Trenchcoat: +1 soak • Smokes, PAD, fedora Source: RMC #18 Adversaries anthology

GENESYS

55

Regulator (Rival) 1

1

3

2

2

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

1

8

M/r Defense

0

0

Skills: Discipline 2 (ll), Knowledge (Science) 2 (llk), Knowledge (Society) 2 (llk), Negotiation 2 (ll), Perception 3 (llk), Vigilance 2 (ll). Talents: • None. Abilities: • Red Tape: During social encounters, may spend hhh generated by an opponent to discover (or invent) a legal violation that requires a fine, fee, or additional authorization form that the opponent must complete before accomplishing their goals. Equipment: • Inspection PAD. Source: SotB p. 230

Reina Roja (Nemesis) 3

3 Brawn

3

Agility

Intellect

4

4

Cunning

1

Willpower

Soak Value

w. Threshold

S. Threshold

5

20

16

Presence

M/r Defense

2

Abilities: • ESW Drone Master: May control two rival drones or minion groups of up to 5 drone minions; may spend a maneuver to direct all controlled drones to

Adversaries anthology GENESYS

Equipment: • Assault Rifle: Ranged (Heavy); Damage 8; Critical 3; Range (Long); Auto-fire. • Fletcher Pistol: Ranged (Light); Damage 4; Critical 2; Range (Medium); Pierce 2, Vicious 2. • Skin Suit: +2 soak, +2 defense, +2 wound threshold • Cybereyes, skulljack (allows Reina to "go deep" during network encounters, p. 105 SotB) • Deep Red portable console with Athena and Garrote (p. 136-137 SotB)-protected by Archer and Enigma (p. 134-135 SotB) • Minion group of 4 camdrones, minion group of 4 combat drones (p. 233 SotB) Source: RMC #19

Reporter (Rival) 2

2

3

3

3

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

2

10

2

Skills: Athletics 4 (lllk), Brawl 2 (llk), Computers (Hacking) 4 (lllk), Computers (Sysops) 2 (llk), Coordination 4 (lllk), Discipline 5 (llllk), Perception 3 (lllk), Piloting 2 (llk), Ranged (Light) 4 (lllk), Ranged (Heavy) 4 (lllk), Gunnery 4 (lllk), Resilience 4 (lllk), Stealth 2 (llk), Survival 2 (llkk), Vigilance 3 (lllk). Talents: • Adversary 3: Upgrade difficulty of all combat checks against this target three times. • Rapid Reaction 3: May suffer up to 3 strain to add an equal number of s to their Vigilance or Cool checks made to determine initiative.

56

perform an action and maneuver during their turn. • Enhancecd Healing: May suffer 1 strain before making a Resilience check to heal a Critical Injury to add s to the result and increases the number of wounds healed by natural rest by 1. • Caissa Icebreaker Suite: When encountering ice, reduce that ice's strength by 2 and increase the h require to activate negative effects by 1.

M/r Defense

0

0

Skills: Charm 2 (lk), Coercion 3 (lll), Cool 3 (lkk), Perception 3 (lll), Skulduggery 2 (lll), Streetwise 2 (llk), Vigilance 2 (llk). Talents: • None. Abilities: • In the Know: Whenever this character learns a Motivation of another character in the encounter, this character may have that character suffer 2 strain and may heal 2 strain. • Leading Question: Once per encounter, may spend a Story Point to learn one Motivation of any one other character in the encounter. Equipment: • PAD, camdrone, monocam, press credentials. Source: SotB p. 220

Researcher (Rival)

Rex Search and Rescue Bioroid (Rival)

3

2

2

3

3

2

5

3

2

1

1

4

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

3

12

M/r Defense

1

1

Soak Value

w. Threshold

6

6

M/r Defense

0

0

Skills: Discipline 2 (llk), Knowledge (Science) 3 (llk), Negotiation 2 (ll), Medicine 2 (ll), Perception 3 (lll).

Skills: Athletics 4 (lllk), Coordination 2 (llk), Medicine 3 (llk), Perception 4 (lkkk), Resilience 3 (lllkk).

Talents: • Applied Research 1: Once per session may use Knowledge (Science) and Intellect when making a check instead of the skill and characteristic the check would normally require.

Talents: • Swift: This character does not suffer the penalties for moving through difficult terrain.

Abilities: • Research Team Member: When providing skill assistance, may reroll up to two of the dice in the pool before resolving the check. Equipment: • Networked PAD, holodisplay, lab coat. Source: SotB p. 220

Abilities: • Bioroid: Does not need to breathe, eat, or drink; can survive in vacuum and underwater; is immune to poisons and toxins; and cannot knowingly endanger humans. Equipment: • Spotlight, climbing gear, O2 tank, medkit, 2 slap patches. Source: SotB p. 236

Retail Drone (Minion) 2

2

1

1

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

3

4

M/r Defense

0

1

Skills: Perception, Vigilance. Talents: • Big Guns: This character has an encumbrance capacity of 12. Abilities: • Flyer: Can fly; see the Flying sidebar on page 100 of the Genesys Core Rulebook. • Mechanical: Does not need to breathe, eat, or drink, and can survive in vacuum and underwater; is immune to poisons and toxins. • Telepresence: Can operate independently, or can be controlled directly by an operator via wireless link; if being controlled, the camdrone counts as having ranks in any skill equal to the controller's ranks in that skill. Equipment: • None. Source: SotB p. 234

Adversaries anthology

GENESYS

57

Ristie Collector (Nemesis) 2

2

4

3

1

5

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

2

10

15

M/r Defense

0

0

Skills: Cool 1 (lkkkk), Knowledge (Society) 4 (llll), Negotiation 3 (lllkk), Perception 3 (lll), Streetwise 3 (lll), Vigilance 2 (lk). Talents: • Haughty Demeanor: Other characters add h to social skill checks targeting ristie collector. Abilities: • Shrewd Negotiator: When making an opposed Negotiation or Streetwise check to purchase or sell and item may suffer 2 strain to add s to the results. • Let's Make a Deal: If this character knows an opponent's Desire Motivation, when they inflict strain on the opponent, the opponent suffers 4 additional strain. Equipment: • Heavily encrypted PAD, several credsticks Source: SotB p. 221

Rogue Nisei Clone (Nemesis) 2

3

4

2

5

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

2

12

20

M/r Defense

4

4

Skills: Brawl 4 (llkk), Coercion 5 (llkkk), Coordination 2 (llk), Discipline 3 (lllkk), Gunnery 4 (lllk), Survival 3 (llk), Vigilance 3 (lllkk). Talents: • Adversary 1: Upgrade difficulty of all combat checks against this target once. Abilities: • Apparent Precognition: Once per encounter when making a combat check, may use Discipline and Willpower instead of the normal skill and characteristic. • Psychic: As a maneuver may make and Average (kk) Vigilance check to learn the surface thoughts of all other characters in medium range. • Broken Nisei Conditioning: When inflicting a Critical Injury or Critical Hit, roll twice and choose the more severe result.

58

Adversaries anthology GENESYS

Equipment: • Auto-fletcher: Ranged (Light); Damage 3; Critical 2; Range (Medium); Auto-fire, Pierce 2, Vicious 2. • Micro-waterknife: Melee; Damage 8; Critical 3; Range (Engaged); Prepare 1, Sunder, Unwieldy 3, Vicious 3. Source: SotB p. 240

SEA Yellow Jacket (Minion) 2

2

2

2

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

3

6

M/r Defense

0

0

Skills: Coercion, Knowledge (Society), Ranged (Light), Vigilance. Talents: • None. Abilities: • Uncomfortable Inspection: When searching a character or their possessions, that character suffers 2 strain. Equipment: • Synap Pistol: Ranged (Light); Damage 5; Critical 6; Range (Short); Disorient 4, Stun 3, Stun Damage. • Security PAD, 2 snap locks Source: SotB p. 226

Seth Bioroidista (Minion) 3

1

2

3

2

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

5

5

M/r Defense

0

0

Skills: Charm, Knowledge (Science), Perception. Talents: • None. Abilities: • Too Clever: When interacting with this character, characters may spend a to recover 2 strain, and GMs may spend h to inflict 2 strain. • Bioroid: Does not need to breathe, eat, or drink; can survive in vacuum and underwater; is immune to poisons and toxins; and cannot knowingly endanger humans. Equipment: • Order PAD. Source: SotB p. 237

Sneaker Net Courier (Rival)

Streetbanger (Minion)

2

4

2

3

2

2

3

2

1

2

1

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

2

10

M/r Defense

0

Skills: Athletics 2 (ll), Brawl 1 (lk), Coordination 2 (llkk), Driving 2 (llkk), Piloting 2 (llkk), Ranged (Light) 2 (llkk), Stealth 2 (llkk), Streetwise 2 (llk), Vigilance 2 (ll).

Equipment: • Palm Stunner: Brawl; Damage 5; Critical 5; Range (Engaged); Disorient 2, Slow-Firing 2, Stun Damage. • Good running shoes, encrypted datasticks. Source: SotB p. 223

Starlight Templar (Rival) 3

2

1

2

3

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

4

4

M/r Defense

0

5

M/r Defense

0

0

Talents: • None.

Abilities: • Catlike Agility: Once per turn, may spend a Story Point to move to any location within short range as an incidental, including locations that are vertically distant or have no easy access route.

w. Threshold

w. Threshold

4

Skills: Brawl, Coercion, Melee, Ranged (Light), Streetwise.

Talents: • Swift: Does not suffer penalties for moving through difficult terrain.

Soak Value

Soak Value

0

0

Skills: Brawl 2 (llk), Coercion 3 (lll), Discipline 3 (lll), Knowledge (Society) 1 (l), Ranged (Light) 1 (lk). Talents: • None. Abilities: • Values Enforcer: When making any social skill or combat check targeting an opponent of the church, add sh to the result. • Templar Cybernetic Implant: Once per encounter as a maneuver, may make a Simple (-) Discipline check to heal 1 wound per s. Equipment: • Fletcher pistol: Ranged (Light); Damage 4; Critial 2; Range (Medium); Pierce 2, Vicious 2. • Heavy Jacket with Crusade logo: +1 soak. • PAD.

Abilities: • Threatening: When providing assistance on another character's Coercion checks, add s to results for each minion in the group beyond the first. Equipment: • Pistol: Ranged (Light); Damage 6; Critical 3; Range (Medium). • Mono-switchblade: Melee; Damage 4; Critical 2; Range (Engaged); Pierce 2. • Synthleather Jacket: +1 soak • Extensive tattoos and piercings Source: SotB p. 223

Streetbanger Leader (Rival) 3

3

2

2

2

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

4

16

M/r Defense

0

0

Skills: Coercion 2 (ll), Cool 2 (llk), Melee 2 (llk), Leadership 2 (llk), Negotiation 1 (lkk), Ranged (Light) 1 (lkk), Skulduggery 3 (lll), Streetwise 3 (llk). Talents: • Adversary 1: Upgrade difficulty of all combat checks against this target once. Abilities: • Charismatic Menace: Allies within short range add s to checks they make; opponents within short range add h to checks they make. Equipment: • Custom six-shooter: Ranged (Light); Damage 7; Critical 2; Range (Medium); Accurate 1. • Plasma Cutter: Melee; Damage 12; Critical 3; Range (Engaged); Burn 1, Prepare 1, Sunder, Unwieldy 2. • Leather Jacket with Gang Colors: +1 soak • PAD Source: SotB p. 223

Source: SotB p. 220

Adversaries anthology

GENESYS

59

Street Doc (Rival)

SYNC Globalsec Agent (Nemesis)

2

3

3

2

2

2

1

2

5

3

3

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

2

10

M/r Defense

0

Skills: Deception 2 (ll), Knowledge (Science) 3 (lll), Mechanics 3 (lll), Medicine 3 (lll), Negotiation 2 (ll). Talents: • Surgeon 3: When making Medicine checks to heal wounds, heal 3 additional wounds. Abilities: • Questionable Hygiene: When making a Medicine check, must spend hhh or d to decrease the target's strain and wound threshold by 2 each until the end of the current session. Equipment: • Shotgun: Ranged (Heavy); Damage 8; Critical 3; Range (Short); Blast 4, Knockdown, Vicious 2. • 4 Slap-patches • Various cybernetics, emergency medkit, portable toolkit. Source: SotB p. 224

SXC Trooper (Minion) 3

3

2

2

2

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

5

6

M/r Defense

1

Soak Value

w. Threshold

S. Threshold

2

12

18

0

1

Skills: Athletics, Discipline, Melee, Ranged (Heavy), Vigilance. Talents: • None.

M/r Defense

0

0

Skills: Computers (Hacking) 2 (llkkk), Computer (Sysops) 3 (llkkk), Knowledge (The Net) 4 (llllk), Mechanics 2 (llkkk), Perception 2 (llk). Talents: • Net Warrior: When using a BMI, may make an opposed Computers (Hacking) versus Computers (Sysops) check targeting one character accessing the system; the target suffers 1 strain per s, and if they are using a BMI, they also suffere 1 wound per s. Abilities: • Sniffer Programs: Add jj to any opponent's checks made on a system the SYNC Globalsec agent has control of. • Swordbreaker Programs: May make a Hard (kkk) Computers (Sysops) check targeting one opponent on the system to damage one of their active icebreakers one step, plus one additional step per a. Equipment: • PAD, BMI, and custom offensive rig with personal icebreakers (Gordian Blade [SotB p. 137], Battering Ram [SotB p. 136], and Garrote [SotB p. 137]). Source: SotB p. 226

Teacup Giraffe (Minion) 1

1

1

1

1

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

1

3

M/r Defense

0

0

Skills: Charm.

Abilities: • None. Equipment: • Laser Rifle: Ranged (Heavy); Damage 8; Critical 3; Range (Medium); Accurate 1, Burn 1. • Monoblade Combat Knife: Melee; Damage 4; Critical 2; Range (Engaged); Pierce 2. • Environmentally Sealed Plasteel carapace: 1 defense, +2 soak. • Disposable zero-G maneuvering pack. Source: SotB p. 232

Talents: • None. Abilities: • Too Cute: When any character makes a check to recover strain while engaged with this character, they recover 2 additional strain. • Way Too Cute: When an opponent targets this character with a combat check, they suffer 4 strain. • Silhouette 0. Equipment: • Tiny Head Nubs: Brawl; Damage 0; Critical 8; Range (Engaged). • Gentle doe eyes. Source: SotB p. 227

60

Adversaries anthology GENESYS

Tenma Driver Clone(Rival) 2

4

2

2

1

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

2

8

M/r Defense

0

0

Skills: Driving 3 (lllk), Mechanics 2 (ll), Operating 3 (llk), Perception 3 (llk), Piloting 3 (lllk), Vigilance 3 (lkk).

Equipment: • Nice suit, encrypted PAD Source: SotB p. 217

Urban Peccary (Minion) 2

1

1

2

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

2

7

M/r Defense

0

0

Talents: • Knack For It 2: Remove jj from any Driving, Operating, and Piloting checks.

Skills: Athletics, Brawl, Survival.

Abilities: • None.

Abilities: • Mob Mentality: Add j to all checks this character makes if part of a group of three or more minions.

Equipment: • Cybernetic eye implant. Source: ADS #19

Thomas Haas (Nemesis) 2

2

3

4

1

4

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

2

12

11

M/r Defense

0

0

Skills: Athletics 2 (ll), Charm 3 (lllk), Computers (Hacking) 2 (llk), Cool 4 (llll), Deception 3 (lllk), Knowledge (Science) 2 (llk), Knowledge (Society) 3 (lll), Mechanics 2 (llk), Negotiation 3 (lllk). Talents: • Adversary 1: Upgrade difficulty of all combat checks against this target once. • Clever Retort: Once per encounter, may add hh to another character's social skill check. • Counteroffer: Once per session may choose one opponent with in medium range and make an opposed Negotiation versus Discipline check. If successful, target becomes staggered until the end of their next turn (or for remainder of encounter if successful with t). Abilities: • Golden Goose: Opponents must make a Hard (kkk) Discipline check as an action and succeed before being able to make combat checks targeting this character. • Tinkerer: With access to any sort of tools or parts, may make an Average (kk) Mechanics check. If successful, creates an item with rarity equal to the number of s.

Talents: • None.

Equipment: • Tusks: Brawl; Damage 4; Critical 4; Range (Engaged); Vicious 1. Source: SotB p. 228

Toy Drone (Rival) 3

1

1

1

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

5

8

M/r Defense

0

0

Skills: Charm 2, Knowledge (Society) 3, Knowledge (Science) 3, Knowledge (The Net) 2, Medicine 1. Talents: • None. Abilities: • Edutainment: When assisting with or making a combine Knowledge check add j to the check (information added typically comes in the form of a song). • Mechanical: Does not need to breathe, eat, or drink, and can survive in vacuum and underwater; is immune to poisons and toxins. Equipment: • None. Source: SotB p. 234

Adversaries anthology

GENESYS

61

Urban Adventurer (Rival) 3

4

2

2

1

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

4

14

M/r Defense

0

0

Skills: Athletics 4 (lllk), Coordination 4 (llll), Cool 3 (llk), Driving 3 (lllk), Knowledge (Society) 1 (lk), Piloting 3 (lllk), Ranged (Light) 1 (lkkk), Stealth 1 (lkkk), Streetwise 4 (llkk), Survival 4 (llkk). Talents: • Daring Aviator 2: Before making a Driving or Piloting check, may add up to hh to the check to add an equal number of s. • Natural: Once per session, may reroll one Athletics or Coordination check. Abilities: • None.

Equipment: • Charged Crystal Katana: Melee; Damage 6; Critical 2; Range (Engaged); Defensive 1, Pierce 3, Reinforced. • Fists and feet: Brawl; Damage 5; Critical 4; Range (Engaged); Disorient 1, Knockdown, Stun 5, Stun Damage. • Optical Camouflage Suit: +2 Defense. • Pocket Rig with One-Shot Icebreakers: Spend a Story Point to add sss to a successful check to break ice. • Climbing gear Source: SotB p. 224

Equipment: • Auto-fletcher: Ranged (Light); Damage 3; Critical 2; Range (Medium); Auto-fire, Pierce 2, Vicious 2. • Powered Wingsuit: +1 soak, can fly; see the Flying sidebar on page 100 of the Genesys Core Rulebook. • Climbing gear, flashlight.

2

3

4

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

S. Threshold

3

15

15

M/r Defense

2

2

Skills: Athletics 2 (llk), Brawl 4 (lllk), Computers (Hacking) 3 (llk), Cool 4 (lkkk), Coordination 5 (llllk), Discipline 2 (llkk), Melee 4 (lllk), Perception 2 (llk), Skulduggery 3 (lll), Stealth 5 (llllk), Vigilance 2 (llkk). Talents: • Adversary 2: Upgrade difficulty of all combat checks against this target twice. • Archaic Arms Master: While armed with a Melee weapon, may make an Average (kk) Melee check to force one engaged target to drop one weapon or move one range band in any direction. Abilities: • Quiet Code: When making a Computer (Hacking) check, h may not be spent to alert other users to the assassin's presence.

Adversaries anthology GENESYS

2

2

2

1

3

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

1

0

M/r Defense

0

0

Talents: • Proper Upbringing 2: When making a social skill check in the company of fellow risties, may suffer up to 2 strain to add up to aa to the check.

4

w. Threshold

1 Brawn

Skills: Charm 2 (llk), Coercion 1 (l), Cool 1 (lkk), Coordination 2 (ll), Knowledge (Society) 2 (ll).

3 Soak Value

Young Ristie (Rival)

Source: SotB p. 239

Yakuza Assassin (Nemesis)

62

• Subtle Death: When making a Brawl check, may spend aa or t to apply a dose of contact poison to the target; the target must immediately make a Hard (kkk) Resilience check as an incidental; if they fail, they suffer 5 wounds plus 1 wound per h; d means they must make the check again at the start of their next turn, as the poison remains in their system.

Abilities: • I'll Tell My Parents!: When this character inflicts strain using a social skill check, they inflict 2 additional strain. Equipment: • High-end wearable PAD. Source: SotB p. 221

MODERN

Intelligence Agent (Nemesis)

Corrupt Official (Rival) 2

2

3

3

3

4

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

2

12

M/r Defense

0

0

Skills: Charm 2 (llkk), Cool 2 (llkk), Deception 2 (llk), Knowledge 2 (llk), Negotiation 2 (llkk), Vigilance 1 (llk). Talents: • Natural: Once per session, use this talent to reroll any one Negotiation or Skulduggery check. Abilities: • Local Politics: Once per session, may choose one character operating in their area of influence (community, precinct, or county, for example); until the end of the session, the target must upgrade the difficulty of any social skill checks they make to interact with inhabitants of this area once. Equipment: • Cell phone, tablet. Source: GCRB p. 169

Gang Leader (Rival)

3

3

3

4

3

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

3

14

14

M/r Defense

0

0

Skills: Charm 2 (llk), Coercion 2 (llk), Deception 2 (llkk), Ranged Light 2 (llk), Brawl 2 (llk), Skulduggery 3 (lllk), Stealth 3 (lll), Streetwise 3 (lllk), Vigilance 2 (llk). Talents: • Adversary 2: Upgrade difficulty of all combat checks against this target twice. • Natural: Once per session, reroll any one Skulduggery or Stealth check. Abilities: • One Step Ahead: Once per round, after an opponent performs an action or maneuver, may spend one Story Point to perform an action or a maneuver as an out-of-turn incidental. Equipment: • Silenced Pistol: Ranged (Light); Damage 5; Critical 4; Range (Short). • Encrypted cell phone. Source: GCRB p. 169

3

3

2

2

2

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

5

15

M/r Defense

0

0

Skills: Coercion 1 (lk), Cool 1 (lk), Leadership 1 (lk), Melee 2 (llk), Streetwise 3 (llk), Vigilance 1 (lk). Talents: • Adversary 1: Upgrade difficulty of all combat checks against this target once. Abilities: • None. Equipment: • Really Big and Sharp Knife: Melee; Damage 5; Critical 3; Range (Engaged); Pierce 2. • Heavy Leather Clothing: +2 soak. Source: GCRB p. 134

Adversaries anthology

GENESYS

63

Local Official (Nemesis)

Source: GCRB p. 169

2

2

3

3

2

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

8

45

34

M/r Defense

0

Abilities: • Good at Needling: If this character knows an opponent’s Flaw Motivation, when this character inflicts strain on the opponent, the opponent suffers 4 additional strain. Equipment: • Fine clothing, official credentials or badge of office. Source: GCRB p. 134

Militia (Minion) 2

1

2

2

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

w. Threshold

3

4

M/r Defense

0

3

1

1

2

1

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

0

Skills: Charm 2 (llk), Cool 1 (lkk), Coercion 3 (llk), Deception 1 (lkk), Leadership 2 (llk), Negotiation 1 (lkk), Vigilance 3 (lll). Talents: • Improved Scathing Tirade: Use this talent to make an Average (kk) Coercion check; for each s, one opponent within short range suffers 1 strain; for each a, one affected opponent suffers 1 additional strain; all opponents affected add j to all skill checks they make for the following three rounds.

Soak Value

Street Tough (Minion)

0

Skills: Brawl, Coercion, Ranged (Heavy). Talents: • None. Abilities: • None. Equipment: • Assault Rifle: Ranged (Heavy); Damage 8; Critical 3; Range (Long); Auto-fire. • Fatigues: +1 soak.

Soak Value

w. Threshold

4

4

M/r Defense

0

0

Skills: Brawl, Coercion, Melee. Talents: • None. Abilities: • None. Equipment: • Studded gloves: Brawl; Damage 4; Critical 4; Range (Engaged); Disorient 2, Knockdown. • Club: Melee; Damage 5; Critical 3; Range (Engaged) • Heavy Clothing: +1 soak. Source: GCRB p. 134

STEAMPUNK Airship Pirate (Minion) 2

2

2

2

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

3

6

M/r Defense

0

0

Skills: Coercion, Melee, Perception, Piloting, Ranged (Light), Vigilance. Talents: • None. Abilities: • None. Equipment: • Revolver: Ranged (Light); Damage 6; Critical 3; Range (Medium). • Cutlass: Melee; Damage 4; Critical 3; Range (Engaged). • Vest and Storm Coat: +1 soak. Source: GCRB p. 157

64

Adversaries anthology GENESYS

Clockwork Animal Automaton (Rival) 3

2

1

1

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

5

15

Source: GCRB p. 157

M/r Defense

0

Royal Marine (Rival)

0

Skills: Brawl 1 (lkk), Perception 1 (l), Survival 1 (l), Vigilance 1 (l). Talents: • None. Abilities: • Mechanical: Does not need to breathe, eat, or drink, and can survive underwater; immune to poisons and toxins. • Clockwork Fragility: If the automaton suffers a Critical Injury, add +20 to the result. • Some bird automata also have the Flyer ability (can fly, see page 100). Equipment: • Fists or claws: Brawl; Damage 5; Critical 3; Range (Engaged); Disorient 2 or Vicious 1. Source: GCRB p. 157

Colonial Governor (Nemesis) 2

2

3

4

3

3

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

2

12

16

M/r Defense

0

2; Range (Medium); Accurate 1, Limited Ammo 2. • Rapier: Melee; Damage 3; Critical 2; Range (Engaged); Defensive 1, Pierce 2. • Fine clothing.

0

Skills: Charm 3 (lll), Coercion 3 (lll), Deception 3 (lllk), Leadership 3 (lll), Melee 2 (ll), Negotiation 3 (lll), Perception 2 (llkk), Ranged (Light) 2 (ll). Talents: • Adversary 2: Upgrade the difficulty of all combat checks against this target twice. • Ruinous Repartee: Once per encounter, use this talent to make an opposed Charm or Coercion versus Discipline check targeting one character within medium range; if successful, the target suffers 6 strain, plus 1 strain per s; the colonial governor heals strain equal to the strain inflicted.

3

3

2

2

3

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

4

12

M/r Defense

0

0

Skills: Discipline 2 (llk), Melee 2 (llk), Perception 2 (ll), Piloting 2 (llk), Ranged (Heavy) 2 (llk), Vigilance 2 (ll). Talents: • Eagle Eyes: Once per encounter before making a ranged combat check, the Royal Marine may increase their weapon’s range by one range band (to a maximum of extreme range); this lasts for the duration of the combat check. Abilities: • Honor and Grit: When a Royal Marine exceeds their wound threshold, they can immediately attempt a Hard (kkk) Discipline check as an out-of-turn incidental, healing 1 wound per s; if this reduces their current wounds below their wound threshold, the Marine gets back on their feet to continue fighting. Equipment: • Fusil: Ranged (Heavy); Damage 7; Critical 3; Range (Medium); Accurate 1. • Saber: Melee; Damage 5; Critical 3; Range (Engaged). • Armored Uniform: +1 soak. Source: GCRB p. 157

Abilities: • For the Colony!: Once per round when targeted by a combat check, may choose one ally within short range, and the attack then targets that character instead of the colonial governor. Equipment: • Dueling Pistol: Ranged (Light); Damage 6; Critical

Adversaries anthology

GENESYS

65

SPACE OPERA Alien Warlord (Nemesis) 3

2

3

2

3

4

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

5

18

28

M/r Defense

0

0

Skills: Coercion 3 (lll), Cool 2 (llkk), Leadership 2 (llkk), Perception 3 (llk), Ranged (Light) 3 (llk), Melee 3 (lll), Vigilance 3 (lll).

Space Pirate (Minion)

Abilities: • Tactical Direction: May spend a maneuver to direct one friendly minion group within medium range; that group may immediately perform a free maneuver or add j to its next check. Equipment: • Finely Crafted Shudder Blade: Melee; Damage 6; Critical 2; Range (Engaged); Pierce 2, Vicious 3, laser pistol Ranged (Light); Damage 5; Critical 3; Range (Medium); Pierce 2. • Heavy Sealed Armor: +2 soak. • Platinum-Weave Cloak. • Crimson banner of glorious conquest, sniveling servant to carry banner of glorious conquest. Source: GCRB p. 188

Nano-Swarm (Rival) 1

3

1

1

1

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

w. Threshold

1

40

M/r Defense

0

0

Skills: Brawl 1 l, Coordination 2 (llkk). Talents: • None. Abilities: • Swarm: Halve the damage dealt to the swarm before applying soak, unless the weapon has the Blast or Burn quality (regardless of whether the quality is

66

Adversaries anthology GENESYS

Equipment: • Tiny Pincers: Brawl; Damage 1; Critical 3; Range (Engaged); Pierce 3, add jj if target is immobilized. Source: GCRB p. 188

Talents: • Adversary 1: Upgrade difficulty of all combat checks against this target once. • Coordinated Assault 3: May spend a maneuver to use this talent to let all allies at medium range add aa to all combat checks they make until the end of the alien warlord’s next turn.

Soak Value

activated). • Consuming Swarm: May spend a maneuver to make an opposed Coordination versus Coordination check targeting one engaged opponent to immobilize that opponent until the end of its next turn. At the start of its next turn, the opponent suffers 3 wounds, and the swarm heals 3 wounds. • Silhouette 2.

2

3

2

2

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

3

6

M/r Defense

0

0

Skills: Coercion, Coordination, Gunnery, Ranged (Heavy), Melee, Vigilance. Talents: • None. Abilities: • Strength In Numbers: Adds j to combat checks when there are at least two other friendly nemeses, rivals, or minion groups engaged in the encounter. Add j to combat checks when there are no other friendly nemeses, rivals, or minion groups engaged in the encounter. Equipment: • Laser Rifle: Ranged (Heavy); Damage 6; Critical 3; Range (Long); Pierce 4. • Mono-Molecular Cutlass: Melee; Damage 4; Critical 3; Range (Engaged); Pierce 2. • Armored Space Suit: +1 soak. • A minion group of two space pirates may be armed with a short-ranged cutter laser equipped with a hoverplatform instead of laser rifles: Gunnery; Damage 9; Critical 3; Range (Medium); Breach 2, Inaccurate 2. Source: GCRB p. 187

Telepath (Nemesis) 1

1

4

3

4

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

1

10

20

M/r Defense

0

0

Skills: Coercion 3 (lllk), Discipline 3 (lllk), Negotiation 2 (ll), Perception 3 (llk), Vigilance 3 (lllk). Talents: • Adversary 2: Upgrade difficulty of all combat checks against this target twice. Abilities: • I Know What You’re Thinking: When targeting an opponent with a social skill check, downgrade the difficulty a number of times equal to the number of l in the pool (effectively replacing all l with k). When targeted by a social skill check, downgrade the ability of the check a number of times equal to the number of l in the pool (effectively replacing all l with k). • Mind Bleed: As an action, may make an opposed Discipline vs. Discipline check against one living target within medium range. If successful, the target suffers 2 wounds and 2 strain per s, and the telepath may spend aaaa or t to inflict a Critical Injury. • Dominate: Once per encounter, as an action, may make an opposed Discipline versus Discipline check against one living target within medium range. If successful, during the target’s next turn, the telepath dictates what actions and maneuvers they perform. GMs should avoid actions that lead to unavoidable character death, however, such as jumping off towering cliffs or shooting oneself in the head, since that’s just not fun. Equipment: • Hoverchair, robes. Source: GCRB p. 188

Xenomorph Horror (Rival) 4

3

2

3

2

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

6

25

M/r Defense

0

Skills: Brawl 2 (llkk), Stealth 3 (lll), Survival 3 (lll), Vigilance 3 (llk). Talents: • None.

0

Abilities: • Apex Predator: At the start of their first turn in the encounter, all opponents must make a Hard (kkk) Discipline check as an out-of-turn incidental. If they fail, they are immobilized until the start of their next turn. If they fail with h, they are staggered until the start of their next turn instead. If you’re using the fear rules (see page 243), this counts as a fear check, and other effects may apply as well. Equipment: • Thrashing Appendage: Brawl; Damage 8; Critical 4; Range (Engaged); Knockdown, may spend aa to knock all other characters engaged with the target prone. • Vicious Maw: Brawl; Damage 10; Critical 3; Range (Engaged); Pierce 3, Vicious 3. Source: GCRB p. 187

WEIRD WAR Arcane Scientist (Nemesis) 1

2

4

3

2

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

S. Threshold

1

14

18

M/r Defense

0

0

Skills: Charm 2 (ll), Coercion 3 (llk), Discipline 3 (lll), Knowledge 3 (lllk), Medicine 3 (lllk), Ranged Light 1 (lk). Talents: • Adversary 2: Upgrade the difficulty of all combat checks against this target twice, • Scathing Tirade: Use this talent to make an Average (kk) Coercion check; for each s, one opponent within short range suffers 1 strain; for each a, one affected opponent suffers 1 additional strain. Abilities: • Rise, My Minions!: Once per session, may make a Hard (kkk) Mechanics or Medicine check (depending on the type of minions the arcane scientist has); for each uncanceled s, one incapacitated minion within medium range heals all wounds and rejoins the encounter; it may act in the current round. Equipment: • DEW Pistol: Ranged (Light); Damage 6; Critical 3; Range (Short); Burn 1. • Lab coat, goggles. Source: GCRB p. 163

Adversaries anthology

GENESYS

67

Infantry (Minion) 2

2

2

3

3

2

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

5

5

M/r Defense

0

0

Skills: Discipline, Melee, Ranged Heavy. Talents: • None. Abilities: • None. Equipment: • Battle Rifle: Ranged (Heavy); Damage 8; Critical 3; Range (Long), bayonet Melee; Damage 4; Critical 3; Range (Engaged); if attached to the end of a rifle, gains the Defensive 1 quality. • Armor Vest: +1 soak. Source: GCRB p. 163

Occult Commando (Rival) 3

2

2

3

3

1

Brawn

Agility

Intellect

Cunning

Willpower

Presence

Soak Value

w. Threshold

5

16

M/r Defense

0

0

Skills: Brawl 2 (llk), Coercion 2 (llk), Discipline 2 (llk), Perception 2 (llk), Ranged Light 2 (ll), Skulduggery 3 (llk), Stealth 3 (llk), Vigilance 3 (lll). Talents: • Adversary 1: Upgrade the difficulty of all combat checks against this target once. Abilities: • Arcane Weakness: Silver, blessed, or holy weapons and ammunition count their Crit rating as 1 when used against this character. • Unholy Animation: When hit by a combat check, spend d to ignore all damage from the attack. Equipment: • Rune-Covered Pistol: Ranged (Light); Damage 8; Critical 3; Range (Medium); Accurate 1. • Wicked Knife: Melee; Damage 5; Critical 2; Range (Engaged); Pierce 3, Vicious 2. • Combat Armor and Curiously Tough Skin: +2 soak. Source: GCRB p. 163

68

Adversaries anthology GENESYS

APPENDIX I Adversary Abilities

This is the list of all unique adversary abilities. The descriptions have been made generic to ease their use of creating your own custom adversaries. A Good Death: As an incidental, at the start of its turn a minion group that is engaged with an enemy may remove a member of its group as a casualty to add +6 damage to the minion group’s attack in that turn. All Seeing Eye: If this character has access to a server, increase the strength of all sentry ice on that server by 2. Aggressive Fighter: This adversary adds a to combined checks they make to attack with two melee weapons. Airborne: Can fly; see page 100 of the Genesys Core Rulebook. Amorphous: As an incidental, this adversary may increase or decrease its silhouette by 1. Ancestral Gaze: While within short range of another adversary of their kind, this adversary adds s to their combat checks and t if the opponent is a dragon) And Just Like That...: May spend hhh or d from checks made by enemy characters in the current encounter to hide of blend into the crowd; enemies must make a successful opposed Perception or Vigilance versus Stealth check to locate this character until she makes a combat check or otherwise reveals themself. And Stay Down: When making a Brawl or Melee combat check targeting a prone opponent, add saa to the results. Apex Predator: At the start of their first turn in the encounter, all opponents must make a Hard (kkk) Discipline check as an out-of-turn incidental. If they fail, they are immobilized until the start of their next turn. If they fail with h, they are staggered until the start of their next turn instead. If you’re using the fear rules (see page 243), this counts as a fear check, and other effects may apply as well. Apparent Precognition: Once per encounter when making a combat check, may use Discipline and Willpower instead of the normal skill and characteristic. Aquatic: This adversary never treats water as difficult terrain and can breathe underwater Arcane Weakness: Silver, blessed, or holy weapons and ammunition count their Crit rating as 1 when used against this adversary. Bad Rep: When another character fails a check targeting this character, that character suffers 2 strain.

Bestial Rage: Once this adversary or minion group has taken damage, reduces the Critical rating of its attacks to 1. Better to Be Feared: May spend hh from an opponent's check to give that opponent the Fear (this adversary) Motivation until the end of the session in addition to their other motivations. This character always knows when other characters have the Fear (this adversary) Motivation. Bioroid: Does not need to breathe, eat, or drink; can survive in vacuum and underwater; is immune to poisons and toxins; and cannot knowingly endanger humans. Blood Call: When this adversary damages a target using fangs or a magic attack, they heal wounds equal to the wounds inflicted. Blood Frenzy: While at least one opponent in an encounter is suffering a Critical Injury, this adversary increases the base damage of its attacks by 2. Blood Mist: If this adversary suffers damage in excess of their Wound Threshold, they are not incapacitated, but takes the form of a cloud of blood mist. While in this form, this adversary can fly (see page 100 of the Genesys Core Rulebook) and does not suffer damage from physical attacks. If they suffer additional damage from a magical attack, they become incapacitated as normal and resumes corporeal form). Bloodthirst: When this adversary inflicts wounds with its fangs, it heals an equal number of wounds. Bone Spurs: When this adversary is targeted by a melee combat check they may spend hhh or d to cause the attacker to suffer 3 wounds. Boosted Intellect: May suffer 1 strain to add s to any Intellect-based check. Broken Nisei Conditioning: When inflicting a Critical Injury or Critical Hit, roll twice and choose the more severe result. Brutal Training: When this adversary directs its mount, the mount may perform an action and a maneuver and is not limited to using its maneuvers to move. Burn It Down: This character adds aa to the results of checks they make targeting authority figures. Cage of Roots: Once per round after a character moves within medium range of this adversary, this adversary may perform an out-of-turn incidental to immobilize that character for the remainder of the encounter. As an action an immobilized character can attempt a Hard (kkk) Athletics check on their turn to no longer be immobilized.

Adversaries anthology

GENESYS

69

Caissa Icebreaker Suite: When encountering ice, reduce that ice's strength by 2 and increase the h require to activate negative effects by 1. Camouflaged Scales: This adversary adds jj to Stealth checks in (X) surroundings. Catlike: May make a maneuver to move normally up and down vertical surfaces, across ropes, and over otherwise impassable structures. Catlike Agility: Once per turn, may spend a Story Point to move to any location within short range as an incidental, including locations that are vertically distant or have no easy access route. Causing Chaos: During a Network encounter, may spend an action to make a Hard (kkk) Knowledge (The Net) check; if successful, opponents must upgrade the difficulty of checks made on the system for the rest of the encounter twice, and allies must upgrade the difficulty of checks made on the system for the rest of the encounter once. Charismatic Menace: Allies within short range add s to checks they make; opponents within short range add h to checks they make. Claw Sweep: May spend a from a Brawl check to hit an additional engaged opponent that would be no more difficult to attack than the original target, dealing base damage +1 damage per s. Clockwork fragility: If the automaton suffers a Critical Injury, add +20 to the result). Some bird automata also have the Flyer ability (can fly, see page 100). Cold Killer: Once per encounter when this character incapacitates a target, they may force all allies of the target to make an Average (kk) Discipline check as an out-ofturn incidental. If they fail, they lose their free maneuver during their next turn; if you're using the fear rules (page 243 CRB), this counts as a fear check, and other effects may apply as well. Combat Bioroid: Does not need to breathe, eat, or drink; can survive in vacuum and underwater; is immune to poisons and toxins. Community Volunteer: May use Knowledge (Society) instead of Charm, Coercion, Or negotiation during social interactions with undercity residents. Consuming Swarm: May spend a maneuver to make an opposed Coordination versus Coordination check targeting one engaged opponent to immobilize that opponent until the end of its next turn. At the start of its next turn, the opponent suffers 3 wounds, and the swarm heals 3 wounds. Contingency Plan: During any encounter this character or allies may spend a Story Point when an opponent would learn their location or identity instead.

70

Adversaries anthology GENESYS

Corporate Oversight: When performing the assist maneuver, add shh to the result instead of adding j. Creature of the (X): This adversary reduces the difficulty of Arcana checks by one, to a minimum of Easy (k), and increases the base damage of their Attack spells by three. Cybereyes: May see in infrared and may remove up to jj added to this character's check due to darkness. Dark Vision: When making skill checks, this adversary remove up to jj imposed due to darkness. Datasniffers: May spend hhh or d from any character's check to have this character learn their present location. Dauntless: This adversary upgrades the ability of Discipline checks they make to resist fear or intimidation once. Deadly Distraction: This adversary decreases the difficulty of combat checks it makes that target a character immobilized or staggered by its Irresistible Song by one. Direct Access: When jacking in from within the same building as the target server, automatically succeeds when making an access system check. Disperse!: Once per encounter, as an action, may force all non-NAPD characters within medium range to make an Average (kk) Discipline check as an out-of-turn incidental; those who fail must spend their next turn moving away from this character or minion group and attempting to leave the encounter if possible. Dominate: May use the Dominate action once per encounter, making an opposed Charm vs. Discipline check targeting one character in short range; if successful, the target is immobilized for 1 round per uncanceled s, and this adversary may spend t to stagger the target for 1 round). Draconic Heritage: This adversary reduces the damage they take from fire and similar sources by 3. Drag: a carnivorous flora can use a maneuver to move a target affected by its thorny vines’ Ensnare quality to engaged range. Dreamwalker: Once per session, this adversary can spend a Story Point to either re-roll the dice pool after making a check, or to force a PC to re-roll the dice pool after the PC makes a check. Early Warning: Adds j to its operator's checks to determine Initiative. Edutainment: When assisting with or making a combine Knowledge check add j to the check (information added typically comes in the form of a song). Elemental Mastery: The first effect this adversary adds to a spell does not increase the difficulty of the Arcana check.

Elemental Runes: Each of these adversaries takes on different traits depending on its animating rune. Select one rune for each individual adversary. Fire Enhanced Auto-Bracing: Using the Auto-fire quality does not increase the difficulty of combat checks; each time the Ares triggers and additional hit, it suffers 1 strain. Enhanced Strength: May suffer 1 strain to add s to Athletics or Brawl checks. Enhancecd Healing: May suffer 1 strain before making a Resilience check to heal a Critical Injury to add s to the result and increases the number of wounds healed by natural rest by 1. ESW Drone Master: May control two rival drones or minion groups of up to 5 drone minions; may spend a maneuver to direct all controlled drones to perform an action and maneuver during their turn. Exploratory Romp: May spend an action to make a Hard (kkk) Computer (Hacking) check; if successful this character and allies learn identity of one piece of ice on a server per s. Extreme G-modded Physique: Before making an Athletics, Brawl, Melee, or Resilience check, may suffer 1 strain to add ss to the results. Eyeless Sight: This adversary does not add j to checks due to darkness or concealment, and are immune to abilities or Critical Injuries that affect a creature’s sight. Fallen Figure of Faith: When making a social skill check to inflict strain, inflicts 2 additional strain, unless target knows this character's Fear or Flaw motivations. Famous: Once per encounter, may spend a Story Point to force one opponent with earshot to make a Hard (kkk) Discipline check as an out-of-turn incidental. If they fail they must fulfill one of this character's requests, such as let them past a checkpoint, stop attacking them, etc. Fatalistic Ferocity: This adversary adds sh to any combat checks they make. Flameborn: This adversary does not suffer damage from natural heat or flame, and doubles its soak for purposes of reducing damage from magical fire. Flattery Gets You Everywhere: If t his character knows an opponent's Strength Motivation, when this character inflicts strain on the opponent, the opponent suffers 3 additional strain. Flyer: Can fly; see the Flying sidebar on page 100 of the Genesys Core Rulebook. Focus Fire: When making a combat check, add a to the results for every other character in the minion group. For the Colony!: Once per round when targeted by a combat check, may choose one ally within short range, and the attack then targets that character instead of the

intended target. Four-armed: This character may make a combined combat check with its weapons and fists without increasing the difficulty. Full Weight of the Law: When making a Coercion check to inflict strain during a social encounter, inflict 2 additional strain. Ghostly: This character ignores the effects of terrain and darkness. Ghostly: May move over or through terrain (including doors and walls) without penalty. Halve the damage dealt to this character before applying soak, unless the attack came from a magical source such as a spell or magical weapon. Giant Stomp!: Brawl attacks that this character makes have a Critical rating of 3, and if they inflict Critical Injuries +40 is added to the resulting Critical Injury result. Glider: This adversary can fly, but cannot increase their altitude while doing so; see page 100 of the Genesys Core Rulebook. Golden Goose: Opponents must make a Hard (kkk) Discipline check as an action and succeed before being able to make combat checks targeting this character. Good and Bad Cop: May spend aa from Charm, Coercion, Deception, or Negotiation check to upgrade the ability of an ally's social skill check targeting the same character once. Good at Needling: If this character knows an opponent’s Flaw Motivation, when this character inflicts strain on the opponent, the opponent suffers 4 additional strain. Grapple: May take the Grapple incidental; until the start of this adversary’s next turn, enemies must spend two maneuvers to disengage. Graven Wards: Increase the difficulty of all spells that target this adversary twice. Guild Member: When performing a check related to their specific guild, this adversary upgrade the ability of the check twice. Haunting melodies: This adversary may spend a in a successful Charm check to inflict 1 strain on their target, and may do this multiple times. Honor and Grit: When this adversary exceeds their wound threshold, they can immediately attempt a Hard (kkk) Discipline check as an out-of-turn incidental, healing 1 wound per s; if this reduces their current wounds below their wound threshold, this adversary gets back on their feet to continue fighting.

Adversaries anthology

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71

Hypnotic Gaze: This adversary may make an opposed Charm vs. Discipline check as an action targeting one character within short range. If successful, the target is immobilized for 1 round per s, and this adversary may spend t to stagger the target for 1 round. I Know What You’re Thinking: When targeting an opponent with a social skill check, downgrade the difficulty a number of times equal to the number of l in the pool (effectively replacing all l with k). When targeted by a social skill check, downgrade the ability of the check a number of times equal to the number of l in the pool (effectively replacing all l with k). Ice Madness: Upgrade the difficulty of social skill checks targeting this adversary once. I'll Tell My Parents!: When this character inflicts strain using a social skill check, they inflict 2 additional strain. Impressively Flexible: May spend a Story Point to gain access to a formerly secure room or other location through a previously unnoticed vent shaft, slightly open window, or similar entry point. In the Know: Whenever this character learns a Motivation of another character in the encounter, this character may have that character suffer 2 strain and may heal 2 strain. Inconspicuous: While in a (specific environment), this adversary appears indistinguishable from (specific environment element); a character can make a Hard (kkk) Perception or Vigilance check to identify the adversary. Irresistible Song: As an action, this adversary may make an Average (kk) Charm check. If the check is successful, all characters within long range who can hear this adversary’s song suffer 1 strain per s. This adversary may spend aa to immobilize one affected character until the end of the following round, and spend t to stagger one affected character until the end of the following round. While a character is staggered by Irresistible Song they must spend all of their maneuvers to move closer to this adversary. Killing Frenzy: This adversary adds jj to all melee combat checks, but attackers add j to all combat checks targeting them. King of the (Specific adversary type)!: Upgrade the difficulty of combat checks targeting this adversary once for each minion group of (specific adversary type) within short range of them. If the check fails, one individual minion is defeated. Lawful Authority: Add s to the results of any social skill checks made when interacting with residents of local area. Leading Question: Once per encounter, may spend a Story Point to learn one Motivation of any one other character in the encounter.

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Let's Make a Deal: If this character knows an opponent's Desire Motivation, when this character inflicts strain on the opponent, the opponent suffers 4 additional strain. Lightning Draw: May draw or sheathe a dagger or similar small weapon as an incidental; there is no limit to how many weapons this adversary can ready this way per turn. Local Politics: Once per session, may choose one character operating in their area of influence (community, precinct, or county, for example); until the end of the session, the target must upgrade the difficulty of any social skill checks they make to interact with inhabitants of this area once. Los Scorpiones Boss: May spend a maneuver to direct all Los Scorpiones scharacter in the current encounter; each may immediately perform a free maneuver or add s to the results of their next check. Lucky Escape: When this adversary would be defeated due to exceeding his wound threshold or strain threshold, or for any reason, he may spend 1 Story Point to instead escape in a suitably fortunate and cowardly fashion. All other (specific adversary type) in the encounter are immediately defeated. Lunar Off-Roading: Add jj to any Driving or Survival checks made on the lunar surface. Maul: Add jj to Brawl checks against prone or immobilized targets. Max Throttle: When piloting or driving a vehicle, its max speed is increased by 1. Mechanical: Does not need to breathe, eat, or drink, and can survive in vacuum and underwater; is immune to poisons and toxins. Mind Bleed: As an action, may make an opposed Discipline vs. Discipline check against one living target within medium range. If successful, the target suffers 2 wounds and 2 strain per s, and the this adversary may spend aaaa or t to inflict a Critical Injury. Mob Mentality: Add j to all checks this character makes if part of a group of three or more minions. Monstrous Limbs: This adversary does not increase the difficulty of combined checks to attack with its claws, tentacles, and jaws, and may spend aa or t to hit with each additional weapon. Mount Bond: When this adversary directs its bound mount, the mount may perform an action and a maneuver and is not limited to using its maneuvers to move. Mounted Charge: A mounted death knight adds jj to

its first melee attack after performing a maneuver to engage the target in the same turn) Nice Guy: After targeting this character with a Coercion or Deception check, if the check generated uncancelled h, double the amount of h generated. Nisei Line: As an action, may make a Hard (kkk) Discipline check targeting one character within medium range. If successful, this character learns the target's Strength, Flaw, Fear, and Desire motivations and all current goals (in addition to other information at the GM's discretion). Non-Lethal Apprehension: Only needs to spend a to trigger Disorient, Knockdown, and Stun qualities. Not Another!: In an encounter with any number of this adversary type, the GM may spend hh from any check made by a PC to add one adversary to an existing minion group, or spend d to add a new minion group of three individuals to the encounter. Office Drone: When this character makes a social skill check, they add ah to the result. Ominous Reputation: When an opponent targets this character with a check, the opponent suffers 2 strain. One Step Ahead: Once per round, after an opponent performs an action or maneuver, may spend one Story Point to perform an action or a maneuver as an out-ofturn incidental. Opportunistic: This adversary inflict 1 additional damage with successful melee attacks on prone or immobilized targets. Opportunistic Predator: When making a combat check targeting an immobilized character, this adversary deals +2 damage per s instead of +1. Personalized Icebreaker Suit: Always considered to have a strength 4 icebreaker that can affect barriers, sentries, and code gates. If break ice action fails, may spend aaaa or t to not suffer any effects of failing to break ice. Pit Trap Programs: May make an opposed Computers (Hacking) versus Computers (Sysops) check targeting another user on a system; if successful, that user is staggered for one round per s. Point Blank Shot: When making a Ranged combat check targeting an opponent this adversary is engaged with, increase the difficulty once (instead of twice). Poisoner: As an incidental, may apply poison to all weapons. A character wounded by a poisoned weapon must make a Hard (kkk) Resilience check as an out-ofturn incidental or suffer 4 additional wounds, and must check again on their next turn if the check generates d. Poisonous Stinger: A character wounded by this adversary’s tail stinger must make a Hard (kkk) Resilience

check as an out-of-turn incidental or suffer 4 additional wounds, and must check again on their next turn if the check generates d. Pounce: May spend aa from an initiative check to perform a free maneuver before the first round of combat. Prepared Battlefield: Once per session, when another character activates, as an out-of-turn incidental may spend a Story Point to knock that character and any characters engaged with them prone and inflict three wounds and three strain on them. Psychic: As a maneuver may make and Average (kk) Vigilance check to learn the surface thoughts of all other characters in medium range. Questionable Hygiene: When making a Medicine check, must spend hhh or d to decrease the target's strain and wound threshold by 2 each until the end of the current session. Quiet Code: When making a Computer (Hacking) check, h may not be spent to alert other users to this adversary's presence. Quiet Killer: May use Stealth instead of Melee or Brawl when making combat checks against unaware targets. Red Tape: During social encounters, may spend hhh generated by an opponent to discover (or invent) a legal violation that requires a fine, fee, or additional authorization form that the opponent must complete before accomplishing their goals. Regeneration: At the beginning of its turn, this creature automatically heals 3 wounds. Research Team Member: When providing skill assistance, may reroll up to two of the dice in the pool before resolving the check. Rile Them Up: Once per encounter, may make an Average (kk) Charm check targeting a group of bystanders or other neutral NPCs at medium range; if the check is successful, one of the bystanders (plus one per additional s) becomes a Human First Extremist; these NPCs for a single minion group and join the ongoing encounter. These NPCs may have been regular people convinced by the rep or they may have been members of Human First all along. Rise, My Minions!: Once per session, may make a Hard (kkk) Mechanics or Medicine check (depending on the type of minions this adversary has); for each uncanceled s, one incapacitated minion within medium range heals all wounds and rejoins the encounter; it may act in the current round. Rooted: This adversary cannot perform maneuvers to

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move. Ruthless Efficiency: Before making a combat check, may spend one Story Point to reduce the number of a needed to activate item qualities or trigger effects by one to a minimum of one. Sacrifice: After inflicting wounds on a living creature (whether an enemy or ally), this adversary adds j to their next magic skill check; after killing a living creature, this adversary instead upgrades the ability of their next magic skill check once. Savage: This adversary increases the damage of its attacks by 2 when targeting an immobilized foe. Sea Legs: This adversary does not add j to checks due to unstable footing on a ship or boat, or in a similar environment. Shadow Training: Enemies add j to magic checks targeting this adversary. Shapeshifter: Once per round as an incidental, this adversary may increase or decrease its silhouette by 1 and change its appearance to that of any character or creature of its current silhouette. Show Off: This adversary may choose to inflict stun damage when resolving a successful melee combat check or using the Improved Parry ability. Shrewd Negotiator: When making an opposed Negotiation or Streetwise check to purchase or sell and item may suffer 2 strain to add s to the results. Skitter: Can move across walls, ceilings, and webs without penalty. Sniffer Programs: Add jj to any opponent's checks made on a system the this adversary has control of. Spine-tow: This adversary can use a maneuver to move a target affected by its Ensnare quality up to one range band. Spiritual Focus: This adversary adds j to Primal checks they make for each (specific adversary type) ally within short range. Spiteful Curse: Add jj to magic actions that target a character who has previously inflicted wounds on this adversary during this encounter. Stay Back!: When a character within short range attempts to move past this adversary, this adversary may, as an out-of-turn incidental, spend a Story Point from the GM pool and knock the character prone. Stonewalker: This adversary moves normally through difficult or impassable terrain of stone, soil, or similar materials. Strength in Numbers: Adds j to combat checks when there are at least two other friendly nemeses, rivals, or minion groups engaged in the encounter. Add j to combat checks when there are no other friendly nemeses, ri-

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vals, or minion groups engaged in the encounter. Strength of Iron: This adversary can wield a Melee (Heavy) weapon in one hand. Subtle Death: When making a Brawl check, may spend aa or t to apply a dose of contact poison to the target; the target must immediately make a Hard (kkk) Resilience check as an incidental; if they fail, they suffer 5 wounds plus 1 wound per h; d means they must make the check again at the start of their next turn, as the poison remains in their system. Sunlight Sensitivity: While exposed to sunlight, this adversary reduces all their characteristics by 2 and halves their Wound Threshold and Strain Threshold. Swallow: May make an opposed Brawl check to swallow an engaged target. If the check is successful, swallowed characters are immobilized and suffer 6 damage at the start of each round but can escape if the snake is killed or by making a successful Hard (kkk) Athletics check. Swarm: Halve the damage dealt to this character before applying soak, unless the weapon has the Blast or Burn quality (regardless of whether the quality is activated). Sweep Attack: This adversary may spend a from a Brawl check to hit one additional engaged opponent that would be no more difficult to attack than the original target, dealing base damage +1 damage per s. Swift: This adversary does not spend extra maneuvers to move across difficult terrain. Swoop Attack: After making a Brawl combat check, can move from engaged to short range of the target as an incidental. Swordbreaker Programs: May make a Hard (kkk) Computers (Sysops) check targeting one opponent on the system to damage one of their active icebreakers one step, plus one additional step per a. Tactical Direction: May spend a maneuver to direct one friendly minion group within medium range; that group may immediately perform a free maneuver or add j to its next check. Tail catapult: When engaged with an ally that this adversary is bonded with, they may use the steed to perform a Ranged attack with the following profile Tailored Poison: Once per encounter before making a Ranged check, as a maneuver this adversary can apply a tailored poison to an arrow; if the check succeeds, the attack inflicts additional damage equal to the target’s highest characteristic and gains the Disorient 3 quality. Takedown: As an action, may make an Average (kk) Athletics check targeting one engaged opponent; if successful, target is knocked prone, suffers 4 strain, and may not stand from prone during their next turn. Telepathic Bond: This adversary can perform an inci-

dental once per round to add j to the next check made by all other (specific adversary) in the encounter. Telepathic Coordination: This adversary can perform a maneuver to add j to the next check made by all other (specific adversary) in the encounter. Telepathic Domination: This adversary may attempt to telepathically dominate a foe once per encounter as an action, making an opposed Coercion vs. Discipline check targeting one character in short range; if successful, the target is immobilized for 1 round per s, and this adversary may spend t to stagger the target for 1 round. Telepresence: Can operate independently, or can be controlled directly by an operator via wireless link; if being controlled, this adversary counts as having ranks in a skill equal to the controller’s ranks in that skill. Templar Cybernetic Implant: Once per encounter as a maneuver, may make a Simple (-) Discipline check to heal 1 wound per s. Terrifying: At the start of the encounter, all of their opponents must make a Daunting (kkkk) fear check as an out-of-turn incidental, as per page 243 of the Genesys Core Rulebook. If there are multiple sources of fear in the encounter, the opponents only make one fear check against the most terrifying enemy. That's a Nice Home You Have There: Once per encounter, may make an opposed Coercion versus Vigilance check targeting one other character in the current encounter; if successful, the target suffers 2 strain per s; may spend aa to affect one additional character in the current encounter and have them suffer and equal amount of strain, and spend t to stagger one affected target until the end of this character's next turn. ...They Pull You Back In: After calling in a favor, this character may make an opposed Coercion versus Discipline check; if successful the target still owes this character a favor; t means the target now owes a favor of one magnitude great than before. They're All Over Me!: Enemies who start their turn engaged with this character lose their free maneuver. Threat of Ban: While in club owner's establishment, may spend h from checks targeting club owner to have character making the check suffer 2 strain instead of 1. Threatening: When providing assistance on another character's Coercion checks, add s to results for each minion in the group beyond the first. Tinkerer: With access to any sort of tools or parts, may make an Average (kk) Mechanics check. If successful, creates an item with rarity equal to the number of s. Too Clever: When interacting with this character, characters may spend a to recover 2 strain, and GMs may spend h to inflict 2 strain.

Too Cute: When any character makes a check to recover strain while engaged with this character, they recover 2 additional strain. Too Many Mouths: This adversary can make a combined check to attack with any number of its weapons, and only needs to spend a to hit with each additional weapon. Tunnel Fighter: Add jj to combat checks this adversary makes in enclosed spaces. Uncomfortable Inspection: When searching a character or their possessions, that character suffers 2 strain. Undead: Does not need to breathe, eat, or drink, and can survive underwater; immune to poisons and toxins. Undying: May spend hhh from any check made by a PC to return one previously defeated (specific adversary type) to an existing minion group, removing damage from the group accordingly. Spend d to return two individuals to a minion group. Unexpected Attack: If this adversary has not been yet been identified as a threat, it uses Stealth to determine initiative Unflappable: When targeted by a social skill check that inflicts strain, reduce the strain suffered by 2 to a minimum of 1. Unholy Animation: When hit by a combat check, spend d to ignore all damage from the attack. Values Enforcer: When making any social skill or combat check targeting an opponent of the church, add sh to the result. Vampiric Magic: This adversary reduces the difficulty of all magic skill checks one step. Vanish: After performing a check, may spend aa or t to hide from all other characters in the encounter. Venomous: Enemies who are wounded by this adversary must make a Hard (kkk) Resilience check as an out-ofturn incidental or suffer 4 additional wounds, and must check again on their next turn if the check generates d. Virus Suite: When performing the burn system action, reduce difficulty of check by 2, and damage the system one additional step for every additional s (instead of ss). Watchful: This adversary adds jj to Perception and Vigilance checks to detect the use or effects of Magic skills. Way Too Cute: When an opponent targets this character with a combat check, they suffer 4 strain. Well Oiled Machine: While within medium range of this character, allies may perform a second maneuver without suffering strain. Wunderkind: Once per session may spend an action to make a Hard (kkk) Computer (Sysops) check; if successful all ice or icebreakers controlled by this character

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or one ally increase their strength by 2 for the remainder of the encounter. You Owe Me One: Once per session, you may spend one Story Point to have one other character in the encounter owe this character a small favor for past services performed by this character or their organization. You Thought You Were Out...: When making a Coercion check to maintain a favor after calling it in, the check is an Average (kk) Coercion check instead of an opposed check.

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Index A Aaron Marron (Nemesis)....................................33 Adam Industrial Labor Bioroid (Minion).........33 Adonis and Eve Pleasure Bioroid (Rival)..........33 Airship Pirate (Minion).......................................64 Alien Warlord (Nemesis).....................................66 Anarch Troublemaker (Rival).............................33 Ancient Dragon (Nemesis)...................................1 Arcane Scientist (Nemesis).................................67 Ares Combat Bioroid (Nemesis)........................33 Assassin (Nemesis).................................................1 Assistant District Attorney (Rival).....................34 Aymhelin Scion (Rival)..........................................2

B Bane Spider (Rival).................................................2 Barghest (Rival)......................................................2 Baronial Knight (Rival).........................................3 Beastman (Minion)................................................3 Bernice Mai (Nemesis)........................................34 Berserker (Minion)................................................3 Bloodsister And Nightseer (Nemesis).................4 Brigand Leader (Rival)..........................................4 Brigand (Minion)...................................................5

C Camdrone (Minion).............................................35 Caprice Nisei (Nemesis)......................................35 Carnivorous Flora (Rival).....................................5 City Guard (Rival)..................................................5 Civic Brigadier (Minion).....................................35 Clockwork Animal Automaton (Rival).............65 Club Owner (Nemesis)........................................36 Coachman (Rival)..................................................5 Colonial Governor (Nemesis).............................65 Combat Drone (Minion).....................................36 Combat Drone (Rival).........................................36 Corporate Bioroids (Rival)..................................37 Corporate Manager (Rival).................................37 Corporate Sysop (Rival)......................................37 Corrupt Official (Rival).......................................63 Criminal Runner (Nemesis)...............................37 Cyberdog (Rival)..................................................38 Cybermod Bounty Hunter (Nemesis)..............38

D Danne Bulvert (Rival)............................................6 Death Knight (Nemesis)........................................6 Deep Elf (Rival)......................................................6 Deepwood Archer (Minion).................................7 Desai Tutor Clone (Nemesis).............................38 Diesel Bro (Minion).............................................38 Dimora (Nemesis)..................................................7

Disenfrancisto (Minion)......................................39 Disenfrancisto Survivalist (Rival)......................39 Djinn (Nemesis).....................................................8 Dragon Hybrid (Rival)...........................................8 Dwarf Ancestral Specter (Rival)...........................9 Dwarf Guilder (Rival)............................................9 Dwarven Dragon Hunter (Nemesis)...................9

E Elizabeth Mills (Nemesis)...................................39 Eliza Farrow (Nemesis)........................................10 EMS First Responder (Rival)..............................39 EWS Raider (Nemesis)........................................40 Exosuit Trooper (Rival).......................................40

F Farrow’s Guard (Rival).........................................10 Feral Dragon (Nemesis).......................................11 Ferrox (Rival)........................................................11 Field Anchor (Rival)............................................40 Flesh Ripper (Minion).........................................11 Floyd 2X3A7C (Nemesis)....................................40 Forest Guardian (Nemesis).................................12

G Gabriel "El Lobo" Santiago (Nemesis)...............41 Gang Leader (Rival).............................................63 Giant (Nemesis)....................................................12 Giant Snake (Rival)..............................................12 G-Mod Bodyguard (Rival)..................................41 G-Modstrocity (Nemesis)..................................42 Gnome Minstrel (Nemesis).................................13 Goblin (Minion)...................................................13 Goblin Witcher (Rival)........................................14 Greyhaven Wizard (Nemesis).............................14 Grotesque (Rival).................................................15 Gurak Tol (Rival)..................................................15

H Hacker (Nemesis).................................................42 Hellion (Rival)......................................................42 Henry Labor Clone (Minion).............................42 Human First Extremist (Minion).......................43 Humanity Labor Rep (Rival)..............................43 Hunter-Killer Drone (Rival)...............................43 Hyperrat Swarm (Rival)......................................44

I Ice-Blood Warrior (Minion)...............................15 Ice Wyrm (Nemesis)............................................15 Inez Delgado (Nemesis)......................................44 Infantry (Minion).................................................67 Intelligence Agent (Nemesis)..............................63

Ironbound (Rival)................................................16

J Jackson Howard (Nemesis).................................44 Ji "Noise" Reilly (Nemesis)..................................45

K Kati Jones (Nemesis)............................................45 Kennsir Dwarf (Rival).........................................16 Kobold (Minion)..................................................16

L Lava Elemental (Rival).........................................16 Leonx Rider (Rival)..............................................17 Leonx (Rival).........................................................17 Liberty Society Rep (Rival).................................45 Lily Lockwell (Nemesis)......................................46 Lívia Texeira (Nemesis).......................................46 Local Official (Nemesis)......................................64 Loonie Revolutionary (Rival).............................47 Lord Of Bilehall (Nemesis).................................17 Lorimor Marine (Minion)...................................18 Los Scorpiones Cascares (Minion)....................47 Lost Knight (Rival)...............................................18

M Magistrate Edmin Cawl (Rival)..........................18 Maintenance Drone (Rival).................................47 Makhim (Minion)................................................18 Manticore (Nemesis)............................................19 Mavaris Skain, Necromancer (Nemesis)...........19 Megacorp Exec (Nemesis)..................................47 Melange Overseer (Rival)....................................47 Mercenary Vet (Nemesis)....................................48 Merriod (Nemesis)...............................................20 Miguel Moreno (Nemesis)..................................48 Militia (Minion)...................................................64 Minor Elemental (Rival)......................................20 Monica Singh (Nemesis).....................................49 Mr. Li (Nemesis)..................................................49 Mr. Stone (Nemesis)............................................50

N Naga Priestess (Rival)..........................................20 Nano-Swarm (Rival)............................................66 NAPD Detective (Rival)......................................50 NAPD Hachi-Inu K8 Unit (Rival)......................51 NAPD Patrol Officer (Minion)...........................51 NAPD Riot Police (Minion)................................52 NAPD SWAT (Rival)...........................................52 Necromancer (Nemesis)......................................21

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O

SXC Trooper (Minion)........................................60 SYNC Globalsec Agent (Nemesis)....................60

Occult Commando (Rival)..................................68 Ogre (Nemesis).....................................................21 Olivia "Chaos Theory" Ortiz (Nemesis)............52 Omoi Security Clone (Rival)..............................52 Onoit Shaman (Rival)..........................................22 Opticon Foundation Watchdog (Rival).............53 Orc Outrider (Rival)............................................22 Orc Spiritspeaker (Nemesis)...............................23 Orgcrime Heavy (Rival)......................................54 Orgcrime Lieutenant (Nemesis)........................53 Orgcrime Muscle (Minion).................................54

T Tamalir Guildmaster (Rival)...............................29 Teacup Giraffe (Minion).....................................60 Telepath (Nemesis)...............................................67 Tenma Driver Clone(Rival)................................61 Thieves Guild Cutpurse (Rival)..........................29 Thomas Haas (Nemesis)......................................61 Toy Drone (Rival).................................................61 True Fae (Nemesis)..............................................30

P

U

Pirate (Minion).....................................................23 Priest Of Kellos (Rival)........................................24 Principled Runner (Nemesis)............................54 Private Military Contractor (Minion)...............54

Urban Adventurer (Rival)...................................62 Urban Peccary (Minion).....................................61

R

Viper Legion Archer (Rival)...............................30

Rachel Beckmann (Nemesis)..............................55 Rashida Jaheem (Nemesis)..................................55 Raymond Flint (Nemesis)...................................55 Razorwing (Rival)................................................24 Reanimate (Minion).............................................24 Regulator (Rival)..................................................56 Reina Roja (Nemesis)...........................................56 Reporter (Rival)....................................................56 Researcher (Rival)................................................57 Retail Drone (Minion).........................................57 Rex Search and Rescue Bioroid (Rival).............57 Ristie Collector (Nemesis).................................58 Rogue Nisei Clone (Nemesis).............................58 Royal Marine (Rival)............................................65 Rune Golem (Nemesis)........................................25

S Salamander (Rival)...............................................25 Scorpion Swarm (Rival).......................................25 SEA Yellow Jacket (Minion)................................58 Seth Bioroidista (Minion)...................................58 Shade (Minion).....................................................26 Singhara Hunter (Minion)..................................26 Singhara Pridelord (Nemesis).............................26 Siren (Rival)..........................................................27 Skeleton (Minion)................................................27 Sneaker Net Courier (Rival)...............................59 Space Pirate (Minion)..........................................66 Spined Thresher (Nemesis).................................27 Splig, King Of All Golbins (Nemesis)................28 Starlight Templar (Rival).....................................59 Storm Sorceress (Nemesis)..................................28 Streetbanger Leader (Rival)................................59 Streetbanger (Minion).........................................59 Street Doc (Rival).................................................60 Street Tough (Minion).........................................64 Sword Poet (Nemesis)..........................................29

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V W Weik Warrior (Minion).......................................30 Wendigo (Rival)....................................................31 Witch And Warlock (Rival)................................31 Wraith (Rival).......................................................32 Wyrm Of The Deep (Nemesis)...........................32

X Xenomorph Horror (Rival).................................67

Y Yakuza Assassin (Nemesis)................................62 Young Dragon (Rival)..........................................32 Young Ristie (Rival).............................................62