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NPC Roster

GM Reference · Chapter 06
Everything on this page is spoilers

The campaign's supporting cast, consolidated in one place. Marcus is established canon, gathered here from the Player Primer and Session 1; everyone else is new, introduced for the first time on this page. Every entry gets a real stat block, mundane or Gifted, matching the Adversary Index's own convention that even noncombatants get full numbers.

Marcus Established

The friend group's actual center of gravity - works the door at three different bars depending on the night, remembers everyone's coffee order, has exactly one bad tattoo he still won't explain. Status as of the end of Session 1: missing. Whatever he experienced while possessed stays a genuine open question rather than a decided one.

Soak 0 · Attack 2 · Defense 6 · Health Levels 3 · Movement Rate 8m

Potence 3 · Initiative 2 · Psyche 1 · Ferocity 1 · Presence 1 · Stamina 4

Notable Skills: Persuasion 9 vs. Insight, Athletics TN 6

Traits: Noncombatant - Disadvantage on all attack rolls. An ordinary person; nothing about him was ever the threat.

Junie Prosper Full NPC

The Screen's bartender, and not naive about what's underneath the city - she's known for years, the same way any Quarter old-timer eventually does, and she clocked exactly what the PCs' hurried exit meant the night of the breach. Hasn't said anything yet. Waiting to see who comes back and asks the right question first.

Concept: The bartender at The Screen. Not baseline, but not fated, either. Nature: Mentor - takes a Fate Token when she stands back so somebody else takes the lesson, the lead or the credit, on a job she could have done faster herself.

EarthForce4
Soak2
Potence2
AirPrecision4
Initiative3
Psyche1
FireIntensity4
Ferocity4
Presence0
WaterAdaptation4
Stamina2
Health2
MoiraFate4
Atropos2
Klotho2

Defense 8 · Social Defense 9 · Mental Defense 10 · Movement Rate 9m · Carry 40 kg

Health Levels 7 · Poise 5 · Sanity 6 · Ki 12 · Fate Tokens 5 (holds 6)

Descriptors: Soak - Hardy, Unyielding. Potence - Forceful, Wiry. Initiative - Keen, Attentive, Twitchy. Psyche - Calm. Ferocity - Savage, Feral, Fierce, Untamed. Stamina - Tireless, Persistent. Health - Unbreakable, Tenacious. Atropos - Untouchable, Uncanny. Klotho - Charmed, Lucky AF.

Skills: Animal Handling (Water) Master · Deception (Fire) Expert · Barter, Charm, Divination (Moira) Trained. Everyman at Trained: Athletics, Bureaucracy, Computer Use, Cooking, Driving, Etiquette, First Aid, Persuasion, Streetwise.

Attacks: Element 4 to hit. Baseball bat: 3 dice, Melee. Compact pistol: 3 dice, 15m/40m, 15 rounds. Deception as a Social attack: 5 dice, Fire, against Presence.

Gift: Forcefield, Level 5 - a shimmering barrier she can raise to make the building safe from incursion for a time. Bubble Barrier: raised as a Normal action, no Ki, over everyone within Near of her, herself included - Hardness 5, Health Levels 4, covering all four Zones. A Gift Check every turn it stays up; failure costs 1 Ki. Once per Scene, 1 Ki restores a depleted barrier to full as a Fast action. Fortification - 2 Ki locks down the whole building she is in for a Scene: every way in or out sealed with the barrier's Hardness and Health Levels, and she knows the instant one is struck. Limiters: Visible Shimmer (anyone can see it is up), Cracks Run Deep (she loses 1 Health Level when it loses its last).

Boon: Familiar (Legendary) - a brass cat statue that looks like a large caracal. A legend in its own right, recognized or feared apart from her; destroyed, it finds its way back.

Flaws: Anxiety 2 - a phobia that triggers avoidance or hesitation when she meets its source. Dependent 2 - someone who needs regular, real support from her. Short Fuse 2 - under real provocation she says or does something she regrets, at real if recoverable social cost.

Resources: Contacts 3 · Informant Network 2 · Wealth 1. Gear: Steady Job Kit (smartphone, multitool, a well-stocked kitchen, clothes good enough for interviews and dates), baseball bat, compact pistol.

Traits: Knows Who to Ask - once per session, can point a PC toward a real lead (a name, a place, a rumor) if asked directly and respectfully.

Reyna Delacroix

Part of the same friend group. Worked a shift the night Marcus's texts went out and never made it to The Screen - finds out after the fact, secondhand and incomplete, that something happened and Marcus is gone. A built-in audience surrogate for the party's return to normal life: she asks the questions a real friend would ask.

Soak 0 · Attack 2 · Defense 6 · Health Levels 3 · Movement Rate 8m

Potence 3 · Initiative 2 · Psyche 1 · Ferocity 1 · Presence 1 · Stamina 4

Notable Skills: Insight 10 vs. Deception, Persuasion 10 vs. Insight, Athletics TN 7

Traits: Noncombatant.

Mr. Doucet

Landlord to at least one PC, quietly observant in the way an aging landlord who's seen every kind of tenant tends to be. Asks the small, normal questions - rent, noise, a stranger seen on the stairs - that can put real pressure on a party trying to keep new Gifts quiet without ever once being a threat himself.

Soak 0 · Attack 1 · Defense 5 · Health Levels 3 · Movement Rate 6m

Potence 3 · Initiative 1 · Psyche 1 · Ferocity 1 · Presence 1 · Stamina 4

Notable Skills: Perception 9 vs. Stealth, Athletics TN 5

Traits: Noncombatant.

Case Officer Wendell Broussard

Site 23's investigator, assigned to account for the dead response team and the newly-Gifted individuals LA-1147 confirms exist. Builds a case, not a raid - a recurring low-key pressure that should be felt circling closer over the season, long before he's ever a fight.

Soak 0 · Attack 2 · Defense 6 · Health Levels 3 · Movement Rate 8m

Potence 3 · Initiative 2 · Psyche 1 · Ferocity 1 · Presence 1 · Stamina 4

Notable Skills: Investigation TN 9, Insight 8 vs. Deception, Persuasion 9 vs. Insight, Athletics TN 7

Traits: Building the Case - Advantage on any Investigation roll specifically related to LA-1147 or its aftermath. Noncombatant.

Special Agent Odette Chastain A real foil

Gifted herself, years ago, in a smaller incident nobody outside the Foundation ever heard of. Processed, trained, made into exactly what they wanted. Personally requested the LA-1147 case because she knows this city better than anyone else they could send. Genuine belief in the mission sits right next to something colder underneath, and she looks at the PCs like she's looking at an old photo of herself she'd rather not have found.

Soak 0 · Attack 5 · Defense 7 · Health Levels 5 · Movement Rate 8m · Ki 8

Potence 3 · Initiative 2 · Psyche 4 · Ferocity 2 · Presence 4 · Stamina 4

Sidearm (Compact Pistol): 3 dice, 15m/40m

Gift: Forcefield (Personal Barrier), Level 4 - Hardness 6, Health Levels 5 barrier, extendable to cover one ally within Close range.

Threaten: 2 dice, Close, Social - against the target's Presence, each one over costing a level of Poise

Notable Skills: Insight 8 vs. Deception, Investigation TN 7, Athletics TN 8

Traits: Recognizes Herself - Advantage on Insight rolls against a PC she's spoken with directly at least once. Doesn't Draw First - Disadvantage on her first attack roll of any encounter against a target who hasn't attacked her yet.

Felix, the Rat Man Gifted

A working root doctor, respected and a little feared, who reads cards and burns candles for people with real problems money can't fix. What most of the Quarter doesn't know is that the rats aren't just local color - they're genuinely his, hundreds of them, watching every alley he's ever worked.

Soak 1 · Attack 3 · Defense 7 · Health Levels 4 · Movement Rate 8m

Potence 3 · Initiative 2 · Psyche 3 · Ferocity 1 · Presence 3 · Stamina 4

Gift: Animal Friendship, Level 4 (Swarm Companion Adder, Single Species Limiter: rats) - commands a swarm of rats as an Animal Companion, his influence extending to dangerous or exotic wildlife tier at this Level, though the bond itself never leaves rats.

Notable Skills: Occult TN 9, Insight 9 vs. Deception, Perception 8 vs. Stealth, Athletics TN 7

Traits: A Hundred Eyes - treats the whole Quarter as under passive surveillance by his rats; can ask what they've seen recently, once per session, the same way the Animal Friendship Gift's Speak for the Wild works.

Using This at the Table

Not every NPC is a threat. These seven exist to make the city feel inhabited between Foundation encounters, and two of them - Broussard, Chastain - are built to escalate slowly across the season rather than show up as a fight on day one.