People

While going about their business when utilizing the Quick Action Resolution Deck, players will encounter all manner of characters over the course of play. Though every character is generally considered a unique entity, a lot of them fall within common silos of purpose. This can apply whether such characters take the form of sentient folks or non-sentient fauna of various types.

All such entities are considered people, as opposed to non-sentient implements or environmental hazards, even if they aren't self-aware. To save players effort, whether or not they serve as Narrator, a series of descriptions are provided for a wide variety of people. These basic templates can be used as-is to represent people as they appear during play, or as the basis for generating similar critters.

Whoever is making use of these boilerplate descriptions can modify them by gambling on all their ability scores, subsequently plugging in whatever additional powers, equipment, skills, and contacts are needed to fully flesh them out, as is applicable. This is great for players who want to generate, say, a private detective, or when Narrators simply don't have the time or patience to start from scratch.

Supporting Cast

As indicated in the introduction to the Quick Action Resolution Deck, it can be used to stage adventures literally anywhere within creation. However, it would be difficult to anticipate every form every character can take across all of space-time and its infinite variations. As such, the templates provided for player usage primarily focus on those that could most easily fit within the modern era.

This universal, common ground is the easiest for players to draw upon for inspiration, because it comes directly from the world outside their window. Other settings may feature differing character templates, to be sure, but these eighteen plug-and play character types are the basic kinds of characters that might appear most frequently in settings that are at least minimally set in or around the current day.

Assassins

Strength
7x
Agility
5d
Intellect
3x
Willpower
4x

Hand Size:
Edge:
2 (10)
0

Criminals of this sort are just as likely to belong to a larger criminal organization as they are being lone wolves. Those competent enough to work in this field can generally pick their bosses, after all, and not every assassin wants to sign an exclusive deal with a sinister syndicate. Regardless of how they choose their clients, most assassins have several traits in common with each other.

These remorseless killers almost invariably have at least one skill they use in the elimination of others, often at considerable range. Guns, demolitions, or bows skill are different specialties an assassin can frequently utilize. They usually have several other talents to support their main skill, however, including martial arts training, variations on the crime skill, or other skills learned via their employers.

Supplementing their lethal training, assassins make use of complementary equipment. Saboteurs and arsonists typically carry incendiary or fragmentary explosives, while snipers always possess at least one firearm specialized for long-distance fire. Other equipment and details about their ensembles depend on their public persona and what group, if any, they primarily find themselves working for.

Crafters

Strength
6x
Agility
3x *
Intellect
3x *
Willpower
4x

Hand Size:
Edge:
2 (10)
0

* base ability codes depend on which craft the crafter practices.

Specialized professionals, crafters are artisans who are highly skilled in the creation of items from (generally) mundane materials. While modern society places less emphasis on careers of this type, crafters practice a mixture of knowledge and art in the creation of whatever it is that they make, and those with the associated crafting skills are often worlds above ordinary laborers who work with such materials.

A craftsperson matching this description possesses at least one of the crafting talents, whether it is the clothier, gastronomy, leathercraft, metalcraft, stonecraft, or woodcraft skill, though sometimes artisans specialize in more esoteric areas. Their passion and experience working with their material(s) of choice will often determine how many levels of skill they possess to bolster their chosen field.

The primary equipment a crafter will possess (if not necessarily carry on their person at all times) will include whatever tools are required for them to ply their trade. This can range from sewing machines to chisels to smelters. Any gear directly applicable to combat may or may not be related, but tends to mirror their profession's gear whenever they become adventurers of some kind or another.

Doctors

Strength
5x
Agility
4x
Intellect
5d
Willpower
4x

Hand Size:
Edge:
2 (10)
0

Accredited by the state, the modern doctor is adept at the diagnosis and treatment of all manner of physical and mental ailments. Doctors come in the form of either a general practitioner or a specialist of some sort, though they can occasionally manifest as medical lawyers or investigators as well, depending on what prompts their appearance in the first place. Doctors share several commonalities.

For one thing, doctors should by definition have the medicine skill. Whether their practice is generalized or focused on a specific form of medical care depends on them and their story, of course. Regardless of which shape their medicine takes, however, all doctors can treat characters that have slipped into a coma, resuscitating them within twenty exchanges of them falling to that state.

Whatever other skills a doctor will possess depends on their role within the game. Some have business / finance to manage their own practice, while others might master law, detective / espionage, or anything else they can incorporate into a career path. Doctors don't usually carry a lot of equipment with them, aside from a first aid kit, unless they have a more mobile, dynamic practice than is the norm.

Enforcers

Strength
7x
Agility
3x
Intellect
3x
Willpower
4x

Hand Size:
Edge:
2 (10)
0

Criminals of this type are the long arm of the lawless. While punks and thugs do the public-facing legwork, and goons perform the day-to-day jobs that keep a group operational, it's the enforcers who flex an organization's muscle. They oversee operations, resolve issues between their underlings, and violently enforce the edicts of their superiors when required to, on both friend and foe alike.

Enforcers typically have numerous skills with which to perform their duties, at least half of which are related to dispensing violence upon others. The rest will match the common skills their fellows are normally expected to have, and at least one will be an unusual talent that lets a given enforcer fill a valuable niche within the group that holds their allegiance. This helps them keep their options open!

The equipment an enforcer carries depends entirely upon their position within their criminal organization and their public persona. A master martial artist may forego weapons entirely, or might instead look like a blade porcupine. They may or may not carry additional gear related to the group they belong to, but definitely possess secured communications gear with which to update their fellows.

Federal Agents

Strength
6x
Agility
4x
Intellect
3d
Willpower
5d

Hand Size:
Edge:
2 (10)
0

Federal agents are those government employees that typically work for the acronyms. The Federal Bureau of Investigation (FBI), the Central Intelligence Agency (CIA), the Internal Revenue Service (IRS), and so on. And that's just within the United States, for almost every government on earth has one or more of these organizations at their beck and call, staffed by federalized operatives whose jurisdiction is immense.

These government operatives most often serve their nation in an investigative capacity, meaning they invariably possess the detective / espionage skill, which is useful against enemies both foreign and domestic. They most often have the law enforcement skill as well, and will also have additional training based on whatever specialty, if any, they utilize in the service of their homeland.

The feds generally don't wield a lot of heavy weaponry, usually just carrying a sidearm at all times. They'll also make use of a smartphone as well, the better to keep their supervisors abreast of their current activities. The thing to keep in mind is that feds have the full power of the government behind them, and as a result can ultimately get their hands on almost any equipment should the need arise.

Firefighters

Strength
7x
Agility
3x
Intellect
3d
Willpower
5x

Hand Size:
Edge:
2 (10)
0

Like police, firefighters are first responders. They are deployed first when a fire breaks out within their jurisdiction, though firefighters can also provide assistance in the case of hazardous chemical spills, major traffic collisions, or mass injury. Generally viewed in a heroic light by those they serve, firefighters are almost always a welcome sight when calamity befalls a portion of society.

Firefighters engage in regular, intensive training to better manage the mayhem they are likely to encounter. This accounts for their physical prowess, but firefighters will also have at least one skill which helps them do their jobs. This almost always includes first aid training, though some firefighters will also have skill with an axe, detective / espionage if they investigate fires, or driving skills.

The equipment a given firefighter (or squad of such) has handy depends on their precinct and what they're currently assigned to do. If providing first aid after a seven-car pileup, they may just carry a medical kit, but fire axes, heat resistant ensembles, the Jaws of Life ®, and even a fire truck may be a part of the mix, as rescue teams often bring everything they might need to deal with one crisis or another.

Goons

Strength
6x
Agility
3x
Intellect
3x *
Willpower
3x *

Hand Size:
Edge:
2 (10)
0

* base ability codes depend on which form of goon this particular goon takes.

Goons are those criminals who make a career out of working for some subversive group or another. They could be ranking members of an organized crime family, the graduates of a paramilitary band's training regimen, or the loyal followers of any number of faith-based crews. Beyond mere thugs, goons are full members of the organization they work for, and typically identify with it or its ideals.

Organized criminals by nature, goons generally have two or more skills with which to serve the group they've thrown in with. Paramilitary types generally give the military skill, cults most often grant training in theology, and others tend to train their membership in crime or one of its specialties. Additional talents a goon might possess help them to better stand out amongst their peers.

Those members of an illicit outfit that fit this bill usually wear themed clothing that readily identifies them as a member of the organization they work for, whether they be matching track suits or some fanciful ensemble. They likely carry numerous bits of offensive and defensive hardware evocative of the subject of their allegiance, whether mundane in fashion or outright bizarre in function.

Investigators

Strength
5x
Agility
3x
Intellect
3x *
Willpower
5x *

Hand Size:
Edge:
2 (10)
0

* base ability codes depend on the kind of investigator being considered.

Those who dig deep to delve into mysteries large and small, investigators burn with the need to uncover the hidden truths of our world. While they may work with an agency or firm, and might cooperate with government operatives in some capacity, they are not actual authorities whatsoever. Investigators of that type are most often police, federal, or military detectives of some kind or another.

Investigators generally fall into one of two categories: journalists and private detectives. The former almost always has the journalism skill, along with possibly artist, while the latter definitely have detective / espionage, likely accompanied with a few other fighting or professional skills. Whatever it takes for them to dig deep into the stories and mysteries that egg them on.

The equipment investigators carry primarily involves professional gear. Cameras, microphones, notebooks, and so forth are common to both types. Journalists usually carry less weaponry on them than detectives do, because they often have to enter locations that prohibit carrying such. Detectives are most often on their own while working, so they're usually packing at least a sidearm or brass knuckles.

Lawyers

Strength
4x
Agility
3x
Intellect
3d
Willpower
4x

Hand Size:
Edge:
2 (10)
0

A very special kind of professional, lawyers are those intrepid individuals who stand between citizens and the state. They represent their clients before judges or other representatives of their government, they fill out the inordinate amount of paperwork that legal actions require, and advise their clients on the actions they must take to comply with the law whenever legality is in doubt.

Naturally, lawyers should possess the law skill. While the interns and trainees of a law firm may not have mastery over the law, they are assumed to be at least studying it while working under the supervision of a lawyer. Depending on the nature of their legal practice, a given lawyer might specialize in one or more aspects of the law, or may instead master additional talents to complement their law skill.

Working in a legal capacity, lawyers typically aren't armed, for they're keenly aware of the legal liabilities this can entail. This assumes they aren't expecting trouble, of course, as some lawyers have a dangerous clientele - whether directly or otherwise. Either way, they invariably carry a smartphone or whatever other means are available to keep in contact with clients, peers, and employees.

(workin' on it)

Critters

While the previous is a good cross-section of the kinds of people one might encounter in a game set in or near the modern day, the simple truth of the matter is that humans share the planet with a vast array of other life forms. While many of these are ostensibly inanimate, as is the case with trees, grass, and various other forms of flora, adventurers encounter animals more often than not while doing what they do.

As such, a veritable menagerie of the fauna one might encounter in our world is provided as well. Every corner of the earth features animals of some kind or another, and not all of them care much for humans who trespass in their territory. And that's just the normal critters, as adventurers frequently bumble into animals that are otherwise considered extinct by scientific standards!

(workin' on it)

Sample Characters

The generic supporting cast capsule character blocks provided are great placeholders for Narrators when the sudden need for such individuals arise. Similarly, they're a good jumping-off point for players making similar characters, adjusting ability scores, skills, and the like to customize them for their own use during play. But in and of themselves, they're not great for characters who appear more than once.

To this end, a collection of eighteen sample characters is provided for use in the Quick Action Resolution Deck. The idea is to provide one fully developed character of each type described above. Of course, some of the characters described below can fill multiple supporting cast roles, but will primarily lean on one more than anything else. Just think of potential secondary roles as a bonus!

Chuck Craft: feeling that humanity is losing touch with its roots, Chuck Craft has dedicated his life towards the mastery and teaching of various manufacturing skills. In the process of this, he's learned how to make just about anything that anyone could need!

Cowcatcher: one of the newest members of the military's elite anti-terrorist team, known colloquially as the Bullet Sponges, Cowcatcher strives to prove himself. This prompts him to seek out greater challenges by the day, both on and off the field of combat!

the Discarder: obsessed with explosions since he was a child, Enrique Jimenez grew up to love wielding fireworks and firearms as often as possible. Transforming his love into a career, he ultimately developed into the contact killer known as the Discarder!

Doctor Inexplicable: surrounded by obnoxiously weird happenings his entire life, Doctor Emilio Samson was unable to retain employment at any other practice. As such, he founded his very own, one catering to the bizarre shenanigans that haunt his every waking moment.

Frankenshanken: a young anarchist who fancies herself an artist, Jolene Valdez has fallen in with the occult terrorist outfit known as ABBREVIATION. Rarely joining them in their criminal outings, Jolene primarily aids their recruitment using her potent marketing skills.

Frankie Five Toes: a highly skilled thug in the employ of the Hedgehog House, a regional crime syndicate, Frankie Five Toes is an expert marksman that is often utilized to soften up the Hedgehogs' targets from a great distance.

G-Taur: FBI agent Ezekiel Adams was forever changed after an encounter with an inexplicable bull cult. Thinking his skills and unique new abilities a perfect fit for their organization, the Bullet Sponges recruited him for their battle against supernatural terrorists!

'Hairy' Harry Maxwell: a seasoned goon for a dangerous and far-reaching criminal syndicate, Harry is well-connected and highly placed. But then, Maxwell bolsters his position and his pocketbook by informing on the competition to the police.

Maxine 'Maxquared' Maxwell: a driven police detective intent on countering her criminal family's impact on society, Maxine Maxwell refuses to bust her relatives outright - but their illicit associates lack any such protection from arrest by her.

Minion Marvin: quickly recognizing the dearth of mundane opportunities available to the super-human populace, human resources expert Marvin Thibodeaux formed Supernormal Resources, helping various ascendant humans find gainful, legal employment.

the Omegalitarian: a French veteran and mercenary, Omega Wesen has become disillusioned with modern society and those he believes have taken our world in the wrong direction. As such, he readily takes jobs that act against the interests of the wealthy.

101 Fireproof: a community activist when he isn't working as a firefighter, Greg Hadrian has quite the reputation in his community. Known locally as 101 Fireproof, he is seen almost daily doing charity work and good deeds for everyone when he's not on duty.

Phlebo Tony: a leading member of the sinister ABBREVIATION, Phlebo Tony is a blood-sucking vampire. Both to keep himself well-fed and to supply his organization's alchemical requirements for human blood, he operates several dubious blood banks for the group.

Quick-Me-Up: born with mutations which allow her to greatly bolster the abilities of others, Janine quickly settled into the role of a professional sidekick. While she'd rather her powers work on herself, Janine doesn't mind making money helping others to succeed.

Richard Private: a journalist in the employ of the Galileian Dispatch, Richard Private documents the expeditions its two-fisted scientists undertake around the world. Though not a man of science himself, he believes the Dispatch's work must be recorded.

the Scofflawyer: a lawyer who takes on seemingly hopeless cases for the sheer challenge of them, Astrid Gustavson has developed a considerable reputation in the underworld. While she's no scofflaw, she's taken on that name for her wildly successful legal practice.

Vivian Victor: an aging special tactics policeman, Vivian Victor is a self-described organized crime historian. Having parlayed his love of crime trivia into a parallel career, he's now a noted writer of fiction and non-fiction books on the subject.

Professor Zaccardi: a controversial figure in archaeological circles, Professor Karla Zaccardi succeeds time and time again despite her actively self-destructive behavior - and that's before you consider her excessive alcohol consumption!

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