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d4 (+1 PP)
Subconsciously Psionic Freerunner
Street Urchin & Burglar
Becoming Aware



Plot Points










Knife: d6

Spring-assisted folder

Burner Phones: d6

Disposable, untraceable

Lockpicks: d6

Versus tumbler locks

Ability Sets


Strength: d6
Reflexes: d6
Leaping: d6
Running: d6
Stamina: d6

SFX: Unleashed: You may step up or double one of this Ability Set's traits for one action. If the action fails, add a die to the doom pool equal to the normal die rating of that Ability trait.

SFX: Graceful: When using one of this Ability Set's traits or SFX on an action or reaction, you may remove a single 1 that you rolled from the result; it does not count as an opportunity if removed.

Limit: Supernatural Aura: You have a supernatural aura that is detectable by those with special senses. Gain one (1) Plot Point when this becomes a Complication for you.


Metropolitan [  ]

The Metropolitan Vocation allows the following special Exploits:

  • Exploit: During a Transition Scene you may find a place in the city for you and a small group to hang out in relative safety without unwanted attention...for a while.
  • Exploit: When offered multiple options to proceed while traversing a city or urban neighborhood, you can get a clue as to which one you should take to accomplish your current intent.
  • Exploit: Avoid being lost while in an urban area.

Athlete [  ]

The Athlete Vocation allows the following special Exploits:

  • Exploit: You may step up or double Finesse for one action or reaction.
  • Exploit: You may regroup and get your head back in the game; step down your Body and Ego Stress.
  • Exploit: You may reroll your dice pool when attempting something where athleticism applies.

Thief [  ]

The Thief Vocation allows the following special Exploits:

  • Exploit: If you fail a roll to avoid detection or discovery, you may reroll.
  • Exploit: If you fail a roll to break in or steal something, you may reroll.
  • Exploit: In any municipality you can scope out and identify the local criminal element during a Transition Scene spent poking around the place.

Standard Exploits

All Vocations have the following standard exploits available to them.

  • Exploit: Augment Dice Pool Result: for a dice pool result that inludes your Vocation trait die, you may either keep an extra die for your total or step up the effect die.
  • Exploit: Create a Asset: a Asset is a temporary d6 trait that represents a professional contact, a piece of equipment, or some kind of useful knowledge related to your Vocation. The Asset lasts until it is removed by someone or because it becomes no longer relevant to the narrative. Write down [Name of the Asset]: d6; you may add it as an additional die whenever the Asset is relevant to an action or reaction. How long it may take to create a particular Asset, and whether it can be done as part of an Action Scene or must be done in a Transition Scene is left to common sense and GM's discretion.
  • Exploit: Affect Complications: if there is a Complication that your Vocation pertains to, you can step it down or remove it from play by describing how your expertise allows you to overcome the Complication. If the Complication is a d6 eliminate it, if it is d8 or higher step it down. Alternately, if you can justify how your Vocation applies, you may create a d6 Complication and put it into play or step up an existing Complication.


Street Smarts

You don't have much formal education, but you've survived on the mean streets of a major metropolitan area more or less on your own since childhood and you've got a lot of street smarts. Unfortunately, you've made some enemies along the way, and are completely out of your element when not in a city.


The first time in a session when you make your urban street urchin background relevant to the narrative.

+1 Plot Point

The first time in a session when your history as a burglar and thief or enemies you've made among the criminal element complicates the narrative.

gain a Exploit invocation, +1 Plot Point

The first time in a session you end up in a non-urban environment add a d12 to the doom pool, and step down your Tier for the remainder of the Scene.

gain two (2) Advances, then retire this Milestone Set and choose another one

Lonely And Pissed Off

Your only friend in the world was killed by a supernatural...thing. Despite your cold exterior, you miss the companionship, and you also have a desire to get some kind of revenge for the death of your pal. You don't really know what is going on yet, but you are in the process of trying to figure it out.


The first time in a session you stumble upon something supernatural and follow up on it.

+1 Plot Point

The first time in a session when you make an effort to find common ground with another player character.

gain a Exploit invocation

When you team up with one or more other people to defeat a supernatural threat.

gain two (2) Advances, then retire this Milestone Set and choose another one


Joshua is the son of a teen runaway turned prostitute and any of a few dozen johns. His mother tried to keep him initially, though in squallor, but her descent into drug addiction and self-destruction completed itself when she OD'd when Joshua was 9. Despite his young age Joshua was already a canny survivor, a street urchin worthy of a Dickens novel, and if anything not having to steal enough to feed both himself and his useless mother was a net improvement for his state of existence.

Joshua dropped out of school and lived on the streets full time thereafter, finding shelter on rooftops, in abandoned buildings, and as he got older and more sophisticated in vacant apartments. A burglar named Casey Jenks noticed Joshua when he was 13 and befriended him, taking Joshua on as an apprentice. Casey taught Joshua how to pick locks, disarm burglar alarms, pick pockets, and size up a score; Joshua proved to be a quick study and a worthy apprentice. Joshua and Casey worked together for almost three years. Casey wasn't a father figure, more like a big brother, but for the first and so far only time in his life Joshua had something like a normal human relationship.

An electronic parts factory in the city's industrial district announced that it was closing, rendered obsolete by cheaper parts imported from Singapore and China. Casey and Joshua broke into it the next night, planning to score whatever they could carry out before the factory was stripped...just a little crime of opportunity. It should have been cake, but unfortunately a gremlin had long made the factory its home, and in the process of looting copper wiring from several of the assembly line machines Casey and Joshua enraged it. Only the gremlin was allowed to sabotage the machinery!

The gremlin turned on the assembly line, ambushed Casey and pushed him up onto it making sure to snag his hoodie into the belt, and activated a circuit board stamper. Casey called for help and thanks to his amazing agility Joshua got there in time and almost freed his friend, but not to be thwarted the gremlin appeared again and tried to push Joshua up on top of Casey to send both of them through the stamper. Joshua's fast reflexes saved him, and he catapulted the gremlin up and over instead; a second later both Casey and the gremlin were crushed.

Devastated, and also in shock at having been exposed to the reality of the existence of supernatural things, Joshua fled the scene.

Fortunately Casey had taught Joshua well, and using his burglaring skills Joshua has managed to keep surviving for several years since then. Joshua steals enough to get by; he could go for bigger scores but he doesn't want to end up dead like Casey, or to draw too much attention from either the authorities or bigger criminals. Safe, petty, under the radar crime is his goal. His favorite MO is to break into affluent apartments and condominiums while people are away on vacation, live in them secretly while he can, and when leaving take whatever small valuables are available and pawn them.

However Joshua's eyes are now wide open. He knows there is more to reality than the mundane, and he has factored that into his world view. He has noticed several supicious things around the city's heart, and has seen signs of things that previously would have just been inexplicable but now seem perhaps supernatural. People dissappearing, abandoned buildings that aren't as vacant as they might appear, and things other than himself prowling the urban jungle. He's also noticed a couple of groups of tough looking people who seem to be seeking things out in strange places. He thinks they may be hunting the inexplicable.

Joshua has no luxuries in his life, including the luxury of options. He has no home, no steady income, no support network, and no friends. He gets by as best he can, day by day. He's got a chip on his shoulder and an independent streak, but he doesn't look for unnecessary trouble or do 'dumb' things that are counter to survival or make his life even more difficult. He is first and foremost a survivor, chiseling out a living in a cruel and uncaring world. However his untapped potential for greatness is vast; he is canny and street savvy, and has a natural aptitude to excel at virtually anything he puts his mind to. If he were to be taken in hand by a mentor, there is no predicting how high he might climb, or how low he might descend.

Despite the really raw deal of a life he was dealt, Joshua is a basically decent person; he is somewhat amoral but not immoral, and he is not cruel or prone to violence. He is extremely pragmatic and has little to no 'spiritual' or emotional side to appeal to. He feels no pity or sympathy for others but also no spite. He prefers to say nothing than to lie, to side step rather than to collide, to evade rather than assert, to fly rather than to fight.

Joshua has been exposed to a monster and killed it, but he is not yet truly a Hunter. He doesn't know about the Accords, the government's involvement in maintaining them, bounties, or really anything at all. If he does become more involved in the world of the supernatural, it will be a journey of discovery for him.