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CONTENTS
Fantasy................................................................................1 Space Opera......................................................................66
Science Fiction.................................................................33 Weird War.........................................................................67
Modern.............................................................................63 Appendix I........................................................................69
Steampunk........................................................................64

SOURCES LEGEND
ADS...........................Androids, Drones, and Synthetics Adversary Deck ROT................................................................................Realms of Terrinoth
GCRB......................................................................Genesys Core Rulebook SotB....................................................... Android: Shadow of the Beanstalk
HC........................................GenCon 2017 Adventure The Haunted City UC.................................................................. Undercity (Android Novella)
RMC.............................. Runners, Mercs, and Criminals Adversary Deck

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Adversaries anthology
ii GENESYS
FANTASY
Equipment:
• Fiery breath: Ranged; Damage 16; Critical 3; Range
Medium; Blast 16, Burn 3, Prepare 1
Ancient Dragon (Nemesis) • Claws: Brawl; Damage 17; Critical 2; Range En-
gaged; Knockdown, Sunder, Vicious 5
5 4 5 4 5 4 Source: ROT p. 195

Brawn Agility Intellect Cunning Willpower Presence Assassin (Nemesis)


Soak Value w. Threshold S. Threshold M/r Defense
8 45 34 0 0 2 4 3 4 2 2
Brawn Agility Intellect Cunning Willpower Presence
Skills: Arcana 4 (llllk), Brawl 4 (llllk),
Soak Value w. Threshold S. Threshold M/r Defense
Charm 3 (lllk), Coercion 4 (llllk),
Cool 3 (lllk), Discipline 4 (llllk), 2 12 14 4 3
Ranged 4 (llll), Resilience 4 (llllk),
Runes 4 (llllk), Vigilance 3 (lllkk). Skills: Cool 2 (ll), Coordination 3 (lllk),
Deception 3 (lllk), Medicine 2 (llk),
Talents: Melee (Light) 2 (llkk), Perception 2 (llkk),
• Adversary 2: Upgrade the difficulty of combat Ranged 2 (llkk), Skulduggery 3 (lllk),
checks targeting this character twice. Stealth 4 (llll), Vigilance 3 (llk).
• Swift: A dragon does not spend additional maneu- Talents:
vers to move through difficult terrain.
• Adversary 1: Upgrade the difficulty of checks target-
Abilities: ing this enemy once.
• Claw Sweep: A dragon may spend a from a Brawl • Backstab: May target an unaware target with a com-
check to hit an additional engaged opponent that bat check using a Melee (Light) weapon and the
would be no more difficult to attack than the orig- Skulduggery skill instead of the Melee (Light) skill.
inal target, dealing base damage +1 damage per s. If successful, the attack deals +2 damage per s, in-
• Flyer: Can fly; see page 100 of the Genesys Core stead of +1.
Rulebook. • Precision Strikes: Use Cunning in place of Brawn
• Silhouette 4 for Brawl and Melee (Light) checks.
• 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 weap-
Spells: Ancient dragons can use any magic actions al- on 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 of- and 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 en-
makes 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
an Daunting (kkkk) Arcana check. If successful, • Two katars: Melee (Light); Damage 5; Critical 2;
until the beginning of the dragon’s next turn that Range Engaged; Accurate 1
item loses its magical ability and becomes a mun- • Three daggers: Ranged; Damage 5; Critical 3; Range
dane gem, suit of armor, sword, rock, etc. The drag- (Short); Accurate 1; Limited Ammo 3
on may maintain this spell by performing the con- • Bow: Ranged; Damage 7; Critical 3; Range Medium;
centrate maneuver. Unwieldy 2
• 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 M/r Defense Soak Value w. Threshold M/r Defense
5 18 0 0 5 13 0 0
Skills: Cool 2 (llk), Discipline 2 (ll), Skills: Athletics 2 (llkk), Brawl 2, (llkk),
Brawl 3 (lllk), Resilience 4 (llll) Perception 3 (llk), Resilience 3 (lllk),
Talents: Vigilance 2 (llk).
• Adversary 1: Upgrade the difficulty of checks target- Talents:
ing this enemy once. • Swift: A barghest does not spend additional maneu-
• Swift: An Aymhelin Scion does not perform extra vers to move through difficult terrain.
maneuvers to move through difficult terrain. Abilities:
Abilities: • Maul: A barghest adds jj to Brawl checks against
• Cage of Roots: Once per round after a character prone or immobilized targets.
moves within medium range of the Aymhelin Scion, • Terrifying: At the start of the encounter, all of its
the Aymhelin Scion may perform an out-of-turn in- opponents must make a Hard (kkk) fear check as
cidental to immobilize that character for the remain- an out-of-turn incidental, as per page 243 of the
der of the encounter. As an action an immobilized Genesys Core Rulebook. If there are multiple sourc-
character can attempt a Hard (kkk) Athletics check es of fear in the encounter, the opponents only make
on their turn to no longer be immobilized. one fear check against the most terrifying enemy.
• Silhouette 2 • Undead: Does not need to breathe, eat, or drink,
Equipment: and can survive underwater; immune to poisons
and toxins.
• Limbs: Brawl; Damage 8; Critical 4; Range Engaged;
Knockdown. Equipment:
Source: ROT p. 178 • Claws and Fangs: Brawl; Damage 6; Critical 3;
Bane Spider (Rival) Range (Engaged); Knockdown, Vicious 1.
Source: ROT p. 163

4 3 1 2 1 1
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


5 16 0 0
Skills: Brawl 2 (llkk), Cool 2 (lk),
Coordination 2 (llk), Ranged 1 (lkk),
Stealth 2 (llk), Vigilance 3 (lkk).
Talents:
• None.
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
2 GENESYS
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 M/r Defense Soak Value w. Threshold M/r Defense
5 16 4 3 3 5 0 0
Skills: Athletics 2 (llk), Discipline 2 (llk), Skills: Brawl, Melee (Light), Resilience, Survival.
Leadership 1 (lkk), Melee (Light) 3 (lll), Talents:
Resilience 2 (llk), Riding 3 (llk),
• None.
Vigilance 2 (llk).
Abilities:
Talents:
• Bone Spurs: A berserker who is targeted by a melee
• None.
combat check may spend hhh or d to cause the
Abilities: attacker to suffer 3 wounds.
• None. • A Good Death: As an incidental, at the start of its
Equipment: turn a minion group of berserkers that is engaged
• Sword: Melee (Light); Damage 6; Critical 2; Range with an enemy may remove a member of its group
(Engaged); Defensive 1. as a casualty to add +6 damage to the minion group’s
attack in that turn.
• Lance: Melee (Light); Damage 9; Critical 3; Range
(Engaged); Knockdown; a lance can only be used Equipment:
while mounted and can only be used to attack im- • Two Bone Blades: Melee (Light); Damage 6; Critical
mediately after performing a maneuver to engage 4; Range (Engaged).
the target. Source: ROT p. 213
• Large Shield: Melee (Light); Damage 4; Critical 5;
Range (Engaged); Defensive 2, Deflection 2, Inaccu-
rate 2, Knockdown.
• Plate Armor: +2 soak, +1 defense.
• War Mount: see RoT page 105.
Source: ROT p. 150

Beastman (Minion)
3 2 1 2 1 1
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


3 6 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) Equipment:
• Bone staff: +4 damage to magic attacks; the first
2 2 4 3 4 4 Range effect added does not increase difficulty; when
Brawn Agility Intellect Cunning Willpower Presence used to cast a spell that inflicts 1 or more wounds,
caster heals 1 wound.
Soak Value w. Threshold S. Threshold M/r Defense
• Leather Armor: +1 soak.
3 17 17 0 0 Source: ROT p. 213

Skills: Divine 3 (lllk), Coercion 3 (lllk), Brigand Leader (Rival)


Cool 2 (llkk), Knowledge (Forbidden) 4 (llll),
Melee (Light) 1 (lk). 3 3 2 2 2 2
Brawn Agility Intellect Cunning Willpower Presence
Talents:
• Adversary 1: Upgrade the difficulty of combat Soak Value w. Threshold M/r Defense
checks targeting this character once. 4 14 1 1
• Dark Insight: Use Knowledge (Forbidden) to deter-
mine spell effects. Skills: Cool 2 (ll), Leadership 1 (lk),
Ranged 2 (llk), Melee (Light) 2 (llk).
Abilities:
Talents:
• Telepathic Bond: A bloodsister can perform an in-
cidental once per round to add j to the next check • None.
made by all other Uthuk Y’llan in the encounter. Abilities:
• Telepathic Domination: A bloodsister or nightseer • None.
may attempt to telepathically dominate a foe once Equipment:
per encounter as an action, making an opposed Co-
• Axe: Melee (Light); Damage 6; Critical 3; Range
ercion vs. Discipline check targeting one character
(Engaged); Vicious 1.
in short range; if successful, the target is immobi-
lized for 1 round per s, and the bloodsister may • Bow: Ranged; Damage 7; Critical 3; Range (Medi-
spend t to stagger the target for 1 round. um); Unwieldy 2.
• Dreamwalker: Once per session, a nightseer can • Shield: Melee (Light); Damage 3; Critical 6; Range
spend a Story Point to either re-roll the dice pool (Engaged); Defensive 1, Deflection 1, Inaccurate 2,
after making a check, or to force a PC to re-roll the Knockdown.
dice pool after the PC makes a check. • Padded Armor: +1 soak.
Source: HC p. 2
Spells: Bloodsisters and nightseers can choose any magic
action allowed for the Divine skill, and may select addi-
tional spell effects as normal. The spells they use most
often are the following:
• Bone Eruption: Select one target at short or medi-
um range make a Hard (kkk) Divine check. If the
check is successful, this magic attack inflicts 8 dam-
age, +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 concen-
trate maneuver.

Adversaries anthology
4 GENESYS
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 M/r Defense Soak Value w. Threshold M/r Defense
4 14 1 1 4 13 2 1
Skills: Cool, Melee (Light), Ranged. Skills: Discipline 1 (lk), Melee (Light) 2 (llk),
Talents: Perception 1 (lk), Vigilance 1 (lk).
• None. Talents:
Abilities: • None.
• None. Abilities:
Equipment: • None.
• Mace: Melee (Light); Damage 6; Critical 4; Range Equipment:
(Engaged). • Militia Spear: Melee (Light); Damage 5; Critical 4;
Source: HC p. 2 Range (Engaged); Accurate 1.
Carnivorous Flora (Rival) • Shield: Melee (Light); Damage 3; Critical 6; Range
(Engaged); Defen-sive 1, Deflection 1, Inaccurate 2,
2 2 1 1 1 1 Knockdown.
Brawn Agility Intellect Cunning Willpower Presence • Leather Armor: +1 soak.
Source: HC p. 10
Soak Value w. Threshold M/r Defense
2 12 0 0 Coachman (Rival)
Skills: Brawl 3 (llk), Resilience 2 (ll), 2 3 2 2 2 1
Stealth 4 (llkk). Brawn Agility Intellect Cunning Willpower Presence

Talents: Soak Value w. Threshold M/r Defense


• None. 3 10 1 1
Abilities: Skills: Brawl 1 (lk), Ranged 1 (lkk),
• Drag: a carnivorous flora can use a maneuver to Riding 2 (llk), Vigilance 2 (ll).
move a target affected by its thorny vines’ Ensnare
quality to engaged range. Talents:
• Inconspicuous: a carnivorous flora in a natural en- • None.
vironment appears indistinguishable from an ordi- Abilities:
nary plant; a character can make a Hard (kkk) Per- • None.
ception or Vigilance check to identify a carnivorous
Equipment:
flora.
• Dagger: Melee (Light) Damage 3; Critical 3; Range
• Rooted: a carnivorous flora cannot perform maneu-
(Engaged); Accurate 1.
vers to move.
• Padded Armor: +1 soak.
• Silhouette 2 Source: HC p. 8
• Unexpected Attack: a carnivorous flora that has not
been yet been identified as a threat uses Stealth to
determine initiative.
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
Danne Bulvert (Rival) this talent if the original attack incapacitates them.
Abilities:
2 3 2 3 1 2 • Mounted Charge: A mounted death knight adds
Brawn Agility Intellect Cunning Willpower Presence jj to its first melee attack after performing a ma-
Soak Value w. Threshold M/r Defense neuver to engage the target in the same turn.
2 12 0 0 • Terrifying: At the start of the encounter, all of their
opponents must make a Daunting (kkkk) fear
Skills: Cool 2 (ll), Coordination 2 (llk), check as an out-of-turn incidental, as per page 243
Deception 2 (llk), Melee (Light) 2 (ll), of the Genesys Core Rulebook. If there are multiple
Skulduggery 3 (lll), Stealth 3 (lll). sources of fear in the encounter, the opponents only
make one fear check against the most terrifying en-
Talents:
emy.
• None.
• Undead: Does not need to breathe, eat, or drink,
Abilities: and can survive underwater; immune to poisons
• None. and toxins.
Equipment: Equipment:
• Dagger: Melee (Light); Damage 3; Critical 3; Range • Sword: Melee (Light); Damage 8; Critical 2; Range
(Engaged); Accurate 1. (Engaged); Defensive 1.
• Blackjack: Melee (Light); Damage 5; Critical 5; • Flail: Melee (Heavy); Damage 9; Critical 3; Range
Range (Engaged); Disorient 2, Stun Damage. (Engaged); Cumbersome 3, Linked 1, Unwieldy 3.
Source: HC p. 13 • Battered Armor: +2 soak, +1 defense.
Death Knight (Nemesis) • war mount see page 105.
Source: ROT p. 164
3 3 2 3 3 1 Deep Elf (Rival)
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense 2 3 2 3 3 2


5 20 14 0 0 Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


Skills: Cool 2 (lk), Discipline 3 (lll), 2 12 1 1
Melee (Heavy) 3 (lll), Melee (Light) 3 (lll),
Resilience 2 (llk), Riding 3 (lll). Skills: Discipline 2 (llk),
Talents: Knowledge (Forbidden) 3 (llk) ,
• Adversary 1: Upgrade the difficulty of combat Melee (Light) 3 (llk), Skulduggery 2 (llk),
checks targeting this character once. Stealth 3 (lll).
• Parry 3: When a death knight suffers a hit from a Talents:
melee combat check, after damage is calculated (but • Dual Wielder: May perform a maneuver to reduce
before soak is applied, so immediately after Step 3 the difficulty of the Deep Elf ’s next combined check
of Perform a Combat check on page 102 of Genesys to attack with two weapons during their turn by one.
Core Rulebook), they may take a Parry incidental.
Abilities:
They suffer 3 strain and reduce the damage dealt by
that hit by five. This talent may only be used once per • Shadow Training: Enemies add j to magic checks
hit and when the death knight is wielding a Melee targeting a Deep Elf .
weapon. Equipment:
• Improved Parry: When a death knight suffers a hit • Two Freezing Blades: Melee (Light); Damage 5;
from a melee combat check and uses Parry to reduce Critical 2; Range (Engaged); Accurate 1, Sunder.
the damage from that hit, after the attack is resolved, Source: ROT p. 190
they may spend hhh or d from the attacker’s
check to use this talent. Then, the death knight au-
tomatically 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 appli-
cable talents or abilities. The death knight can’t use

Adversaries anthology
6 GENESYS
Deepwood Archer (Minion) • Tremor: The Dimora chooses one target at short
range and makes an Average (kk) Arcana check.
3 3 2 3 2 2 If the check is successful, this magic attack inflicts
Brawn Agility Intellect Cunning Willpower Presence 7 damage, +1 damage per s and the target and
all characters engaged with the target are knocked
Soak Value w. Threshold M/r Defense
prone. The Dimora can spend a on the check to
4 4 1 1 move the target up to one range band in any direc-
Skills: Cool, Ranged, Perception, Vigilance. tion.
Talents: None. • Prison of Stone: The Dimora chooses one target
at short range and makes an Average (kk) Arcana
Abilities: check. If the check is successful, this magic attack in-
• Point Blank Shot: When making a Ranged combat flicts 7 damage, +1 damage per s, with the Blast 3
check targeting an opponent the Deepwood Archer and Ensnare 3 qualities.
is engaged with, increase the difficulty once (instead
Equipment:
of the twice).
• Stone Blades: Melee; Damage 7; Critical 3; Range
Equipment: (Engaged); Vicious 2.
• Deepwood Longbow: Ranged; Damage 8; Critical • Stone Fists: Brawl; Damage 5; Critical 3; Range (En-
2; Range (Extreme); Accurate 1, Cumbersome 3, Su- gaged); Disorient 2, Knockdown.
perior, Unwieldy 3. Source: ROT p. 191
• Leather Armor: +1 soak.
Source: ROT p. 179

Dimora (Nemesis)
4 1 3 2 4 1
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense


6 18 18 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 re-
sult 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 sim-
ilar 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 sourc-
es 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 ef-
fects, as normal. The spells they use most often are the
following:

Adversaries anthology
GENESYS 7
Djinn (Nemesis) Dragon Hybrid (Rival)
4 3 4 5 5 5 4 3 1 2 3 2
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense Soak Value w. Threshold M/r Defense
6 25 25 1 1 6 15 1 0
Skills: Arcana 5 (llllk), Brawl 3 (lllk), Skills: Brawl 2 (llkk), Coercion 2 (llk),
Charm 3 (lllkk), Cool 3 (lllkk), Melee (Heavy) 1 (lkkk), Ranged 2 (lkk),
Deception 4 (llllk), Discipline 4 (llllk), Resilience 2 (llkk), Vigilance 1 (llk)
Lore 4 (llll), Melee (Light) 3 (lllk), Talents:
Negotiation 4 (llllk), Vigilance 3 (lllkk).
• Adversary 1: Upgrade the difficulty of combat
Talents: checks targeting this character once.
• Adversary 3: Upgrade the difficulty of combat Abilities:
checks targeting this character three times.
• Draconic Heritage: Dragon hybrids reduce the
• Ruinous Repartee: As an action, target a character damage they take from fire and similar sources by
within medium range and make an opposed Charm 3, Flyer: Can fly; see page 100 of the Genesys Core
or Coercion check versus Discipline; if successful, Rulebook.
target suffers 10 strain +1 strain per s, and the
Djinn heals an equal amount of strain. Equipment:
• Greatsword: Melee (Heavy); Damage 8; Critical 2;
Abilities:
Range (Engaged); Defensive 1, Pierce 1, Unwieldy 3.
• Airborne: Can fly; see page 100 of the Genesys Core
• Fiery Breath: Ranged; Damage 6; Critical 3; Range
Rulebook.
(Short); Blast 6, Burn 1, Prepare 1, Slow-Firing 2, tal-
• Shapeshifter: Once per round as an incidental, a ons Brawl; Damage 5; Critical 3; Range (Engaged);
Djinn may increase or decrease its silhouette by 1 Vicious 1.
and change its appearance to that of any character or
• Scale Armor: +2 soak.
creature of its current silhouette.
Source: ROT p. 151
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 me-
dium 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 with-
in 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, de-
crease 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; Crit-
ical 2; Range (Engaged).
• Illusionary Claws: Brawl; Damage 6; Critical 3;
Range (Engaged); Vicious 2.
Source: ROT p. 248

Adversaries anthology
8 GENESYS
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 M/r Defense Soak Value w. Threshold S. Threshold M/r Defense
4 14 3 2 6 17 18 1 1
Skills: Discipline 3 (lllk), Melee (Light) 3 (lll). Skills: Discipline 4 (llll),
Talents: None. Melee (Light) 3 (lllk), Ranged 4 (llkk),
Resilience 3 (lllk), Survival 3 (lll).
Abilities:
Talents:
• Ancestral Gaze: While within short range of a
Dwarf Ancestral Specter, living Dwarves add s • Adversary 1: Upgrade the difficulty of checks target-
to their combat checks and t if the opponent is a ing this enemy once.
dragon. Abilities:
• Ghostly: Dwarf Ancestral Specters ignore the effects • Dauntless: Dwarven Dragon Hunters upgrade the
of terrain and darkness. ability of Discipline checks they make to resist fear
• Terrifying: At the start of the encounter, all of their or intimidation once.
opponents who are not Dwarves must make a Hard • Dark Vision: When making skill checks, Dwarves
(kkk) fear check as an out-of-turn incidental, as remove up to jj imposed due to darkness.
per page 243 of the Genesys Core Rulebook. If there Equipment:
are multiple sources of fear in the encounter, the op-
• Axe: Melee (Light); Damage 8; Critical 3; Range
ponents only make one fear check against the most
(Engaged); Vicious 1.
terrifying enemy.
• Portable Bolt Thrower: Ranged; Damage 9; Critical
• Undead: Does not need to breathe, eat, or drink,
2; Range (Extreme); Cumbersome 3, Pierce 2, Pre-
and can survive underwater; immune to poisons
pare 1.
and toxins.
• Dwarven Firebombs: Ranged; Damage 8; Critical
Equipment: 3; Range (Short); Blast 6, Burn 2, Limited Ammo 1.
• Ethereal Hammer: Melee (Light); Damage 7; Criti- Source: ROT p. 191
cal 2; Range (Engaged); Stun Damage.
Source: ROT p. 195

Dwarf Guilder (Rival)


2 1 3 2 3 2
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


3 14 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) • Curse of the Night: Choose one target within short
range and make a Hard (kkk) Arcana check; if the
4 4 4 4 4 5 check succeeds, the tar-get decreases the ability of
Brawn Agility Intellect Cunning Willpower Presence
any skill checks they make by one and reduce their
strain and wound thresholds by 4 until the end of
Soak Value w. Threshold S. Threshold M/r Defense Eliza Farrow’s next turn; she may maintain these ef-
6 18 20 1 1 fects by performing the Concentrate maneuver.

Skills: Arcana 3 (lllk), Brawl 2 (llkk), Equipment:


Charm 3 (lllkk), Cool 3 (lllkk), • Fangs: Brawl; Damage 6; Critical 2; Range (En-
Discipline 3 (lllk), gaged); Ensnare 1, Vicious 2.
Knowledge (Forbidden) 4 (lllk), Source: HC p. 6
Negotiation 3 (lllkk), Ranged 3 (lllk), Farrow’s Guard (Rival)
Riding 2 (llkk), Vigilance 2 (llkk).
Talents: 3 3 2 2 2 2
• Adversary 2: Upgrade the difficulty of combat Brawn Agility Intellect Cunning Willpower Presence

checks targeting this character twice. Soak Value w. Threshold M/r Defense
• Dark Insight: Use Knowledge (Forbidden) to deter- 4 14 1 1
mine spell effects.
Skills: Cool 2 (ll), Discipline 1 (lk),
Abilities:
Ranged 2 (llk), Riding 1 (lkk),
• Blood Call: When Eliza Farrow damages a target
Melee (Light) 2 (llk), Vigilance 1 (lk).
using her fangs or a magic attack, she heals wounds
equal to the wounds inflicted. Talents:
• Blood Mist: If Eliza Farrow suffers damage in excess • Quick Draw: Once per round, may draw or stow
of her Wound Threshold, she is not incapacitated, weapon as an incidental.
but takes the form of a cloud of blood mist. While in Abilities:
this form, she can fly (see page 100 of the GENESYS • Grapple: May take the Grapple incidental; until the
Core Rulebook) and does not suffer damage from start of the guard’s next turn, enemies must spend
physical attacks. If she suffers additional damage two maneuvers to disengage.
from a magical attack, she becomes incapacitated as • Stay Back!: When a character within short range at-
normal and resumes corporeal form. tempts to move past the guard, the guard may, as an
• Dominate: May use the Dominate action once per out-of-turn incidental, spend a Story Point from the
encounter, making an opposed Charm vs. Discipline GM pool and knock the character prone.
check targeting one character in short range; if suc-
cessful, the target is immobilized for 1 round per un- Equipment:
canceled s, and Eliza may spend t to stagger the • Sword: Melee (Light); Damage 6; Critical 2; Range
target for 1 round. (Engaged); Defensive 1.
• Sunlight Sensitivity: While exposed to sunlight, • Crossbow: Ranged; Damage 7; Critical 2; Range
Eliza Farrow reduces all her characteristics by 2 and (Medium); Pierce 2, Prepare 1.
halves her Wound Threshold and Strain Threshold. • Shield: Melee (Light); Damage 3; Critical 6; Range
• Undead: Does not need to breathe, eat, or drink (ex- (Engaged); Defensive 1, Deflection 1, Inaccurate 2,
cept blood), and can survive underwater; immune to Knockdown.
poisons and toxins. • Leather Armor: +1 soak.
Source: HC p. 7
• Vampiric Magic: Eliza Farrow reduces the difficulty
of all magic skill checks one step.
Spells: Eliza Farrow can choose any magic action al-
lowed 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 Crit-
ical Rating 2 and the Blast 4 and Vicious 4 qualities.

Adversaries anthology
10 GENESYS
Feral Dragon (Nemesis) • Glider: Ferrox can fly, but cannot increase their al-
titude while doing so; see page 100 of the Genesys
5 4 2 4 4 2 Core Rulebook.
Brawn Agility Intellect Cunning Willpower Presence • Savage: A ferrox increases the damage of its attacks
by 2 when targeting an immobilized foe.
Soak Value w. Threshold S. Threshold M/r Defense
8 41 20 0 0 Equipment:
• Hooked Claws: Brawl; Damage 6; Critical 3; Range
Skills: Brawl 4 (llllk), Coercion 4 (llll), (Engaged); Ensnare 1.
Cool 3 (llk), Discipline 4 (llll), • Fangs: Brawl; Damage 5; Critical 3; Range (En-
Ranged 4 (llll), Resilience 4 (llllk), gaged); Vicious 1.
Vigilance 3 (lllk). Source: ROT p. 165

Talents: Flesh Ripper (Minion)


• Adversary 2: Upgrade the difficulty of combat
checks targeting this character twice. 3 3 1 2 1 1
• Swift: A dragon does not perform additional ma- Brawn Agility Intellect Cunning Willpower Presence

neuvers to move through difficult terrain. Soak Value w. Threshold M/r Defense
Abilities: 3 6 1 1
• Flyer: Can fly; see page 100 of the Genesys Core Skills: Brawl, Cool, Resilience, Vigilance.
Rulebook.
Talents:
• Silhouette 4.
• Swift: A flesh ripper does not spend additional ma-
• Sweep Attack: A dragon may spend a from a Brawl
neuvers to move through difficult terrain.
check to hit one additional engaged opponent that
would be no more difficult to attack than the original Abilities:
target, dealing base damage +1 damage per s. • Terrifying: At the start of the encounter, all of its
• Terrifying: At the start of the encounter, all oppo- opponents must make a Hard (kkk) fear check as
nents must make a Daunting (kkkk) fear check an out-of-turn incidental, as per page 243 of the
as an out-of-turn incidental, as per page 243 of the Genesys Core Rulebook. If there are multiple sourc-
Genesys Core Rulebook. If there are multiple sourc- es of fear in the encounter, the opponents only make
es of fear in the encounter, the opponents make one one fear check against the most terrifying enemy.
fear check against the most terrifying enemy. Equipment:
Equipment: • Claws and Fangs: Brawl; Damage 5; Critical 3;
• Fiery Breath: Ranged; Damage 12; Critical 3; Range Range (Engaged); Vicious 1.
(Medium); Blast 12, Burn 3, Slow-Firing 2. • Spiked Tail: Brawl; Damage 5; Critical 4; Range (En-
• Claws: Brawl; Damage 11; Critical 2; Range (En- gaged); Ensnare 1.
gaged); Knockdown, Vicious 3. 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 M/r Defense


3 13 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 M/r Defense Soak Value w. Threshold M/r Defense
6 25 18 0 0 4 14 0 0
Skills: Cool 2 (llk), Discipline 2 (llk),
Skills: Brawl 3 (lllk), Resilience 2 (llkk),
Brawl 2 (llkkk), Resilience 3 (lllkk).
Stealth 2 (ll)
Talents:
Talents:
• Adversary 2: Upgrade the difficulty of checks target-
• None.
ing this enemy twice.
Abilities:
Abilities:
• Silhouette 3.
• Sweep Attack: A Forest Guardian may spend a
from a Brawl check to hit an additional engaged • Swallow: May make an opposed Brawl check to
opponent that would be no more difficult to attack swallow an engaged target. If the check is successful,
than the original target, dealing base damage +1 swallowed characters are immobilized and suffer 6
damage per s. damage at the start of each round but can escape if
the snake is killed or by making a successful Hard
• Silhouette 3.
(kkk) Athletics check.
Equipment:
Equipment:
• Huge Limbs: Brawl; Damage 10; Critical 4; Range
• Jaws: Brawl; Damage 6; Critical 2; Range (Engaged);
(Short); Knockdown, Prepare 1.
Source: ROT p. 179
Vicious 2.
• Constricting coils: Brawl; Damage 10; Critical 3;
Giant (Nemesis) Range (Engaged); Ensnare 4, Stun 4.
Source: ROT p. 258
6 2 1 2 2 2
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense


8 33 29 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 sourc-
es 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

Adversaries anthology
12 GENESYS
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 M/r Defense Soak Value w. Threshold M/r Defense
2 7 11 1 1 3 4 1 0
Skills: Charm 3 (llk), Coordination 1 (lk), Skills: Brawl, Cool, Deception, Melee (Light), Ranged,
Knowledge (Geography) 2 (ll), Stealth 1 (lk), Stealth.
Verse 2 (ll). Talents:
Talents: • None.
• Encouraging Song: While using a musical instru- Abilities:
ment, select one target within medium range and
• Dark Vision: When making skill checks, goblins re-
make a Hard (kkk) Verse check. If the check is suc-
move up to jj imposed due to darkness.
cessful, for each s the target adds j to their next
skill check. For each a, the target heals 1 strain. • Opportunistic: Goblins inflict 1 additional damage
with successful melee attacks on prone or immobi-
Abilities: lized targets.
• Haunting melodies: Gnome minstrels may spend
Equipment:
a in a successful Charm check to inflict 1 strain on
their target, and may do this multiple times. • Jagged Blade: Melee (Light); Damage 5; Critical 3;
Range (Engaged).
• Silhouette 0.
or
Spells: Gnome minstrels can choose any magic action al- • Crude Bow: Ranged; Damage 6; Critical 4; Range
lowed for the Verse skill, and may select additional spell (Medium); Unwieldy 2.
effects as normal. The spells they use most often are the • Wooden Buckler: Melee (Light); Damage 2; Criti-
following: cal 6; Range (Engaged); Defensive 1, Inaccurate 2,
• Addling Tune: Make an Average (kk) Verse check. pointy teeth Brawl; Damage 3; Critical 3; Range (En-
If the check is successful, until the end of the min- gaged); Vicious 1.
strel’s next turn, all other characters within medium • Grimy Patchwork Armor: +1 soak.
range must first suffer one strain before using the Source: ROT p. 152
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.
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 4 2 3 2
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Soak Value w. Threshold S. Threshold M/r Defense
3 16 1 1 1 12 18 1 1
Skills: Cool 2 (ll), Deception 2 (ll), Skills: Arcana 3 (lllk), Cool 2 (ll),
Arcana 3 (llk), Knowledge (Forbidden) 2 (ll), Discipline 2 (llk), Knowledge (Lore) 4 (llll),
Stealth 1 (lkk). Runes 3 (lllk).
Talents: Talents:
• Adversary 1: Upgrade the difficulty of combat • Adversary 1: Upgrade the difficulty of combat
checks targeting this character once. checks targeting this character once.
• Dark Insight: Use Knowledge (Forbidden) to deter- Abilities:
mine spell effects.
• None.
Abilities:
Spells: A wizard can choose any magic action allowed for
• Dark Vision: When making skill checks, goblins re- the Arcana skill, and may select additional spell effects, as
move up to jj imposed due to darkness. normal. The spells they use most often are the following:
• Spiteful Curse: Add jj to magic actions that target • Fireball: Choose one target at short or medium
a character who has previously inflicted wounds on range and make a Hard kkk Arcana check; if suc-
the goblin witcher during this encounter. cessful, this magic attack inflicts 8 damage +1 dam-
Spells: Goblin witchers can choose any magic action al- age per s, with the Blast 4 and Burn 4 qualities.
lowed for the Arcana skill, and may select additional spell • Magic Shield: Make a Hard (kkk) Arcana check;
effects as normal. The spells they use most often are the if successful, until the end of the wizard’s next turn,
following: reduce the damage of all hits against them by one,
• Agonizing Hex: Choose a target at short or medium plus one for every ss, and the wizard gains +3 de-
range for this attack and make an Average (kk) Ar- fense. The wizard can maintain these effects with the
cana check. If successful, this magic attack inflicts 6 concentrate maneuver.
damage +1 damage per s, with the Disorient 2 and Equipment:
Knockdown qualities.
• Magic staff: Add +4 damage to magic attacks; the
• Bad Luck: Choose a target at short or medium range first Range effect added does not increase difficulty.
and make a Hard (kkk) Arcana check. If success-
• Heavy Robes: +1 defense.
ful, the target decreases the ability of any skill checks Source: ROT p. 153
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

Adversaries anthology
14 GENESYS
Grotesque (Rival) Ice Wyrm (Nemesis)
4 2 1 2 2 1 5 5 3 3 3 2
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Soak Value w. Threshold S. Threshold M/r Defense
5 14 0 0 8 31 20 0 0
Skills: Brawl 2 (llkk), Melee (Light) 3 (lllk), Skills: Brawl 4 (llllk), Coercion 4 (lllk),
Ranged 2 (ll), Resilience 2 (llkk), Cool 3 (llk), Discipline 3 (lll),
Vigilance 2 (ll). Ranged 4 (llll), Resilience 4 (llllk),
Talents: None. Stealth 3 (lllk), Vigilance 3 (lll).
Abilities: Talents:
• Bone Spurs: A grotesque may spend hhh or d • Adversary 2: Upgrade the difficulty of combat
on a melee combat check targeting them to inflict 6 checks targeting this character twice.
damage on the attacker. • Swift: An ice wyrm does not spend additional ma-
• Killing Frenzy: A grotesque adds jj to all melee neuvers to move through difficult terrain.
combat checks, but attackers add j to all combat Abilities:
checks targeting the grotesque. • Flyer: Can fly; see page 100 of the Genesys Core
Equipment: Rulebook.
• Massive Claw: Melee (Light); Damage 7; Critical 3; • Camouflaged Scales: An ice wyrm adds jj to
Range (Engaged); Ensnare 1, Knockdow. Stealth checks in icy or snowy surroundings.
• Hurled Bone Shards: Ranged; Damage 5; Critical 3; • Silhouette 4.
Range (Short); Vicious 2. Equipment:
Source: ROT p. 215
• Freezing Blood Torrent: Ranged; Damage 10; Crit-
Gurak Tol (Rival) ical 3; Range (Medium); Blast 8, Concussive 1, En-
snare 4.
4 3 1 2 3 1 • Claws and Fangs: Brawl; Damage 8; Critical 2;
Brawn Agility Intellect Cunning Willpower Presence Range (Engaged); Knockdown, Vicious 3.
Source: ROT p. 237
Soak Value w. Threshold M/r Defense
5 18 0 0 Ice-Blood Warrior (Minion)
Skills: Athletics 3 (lllk), Brawl 2 (llkk), 3 2 1 3 1 1
Resilience 2 (llkk). Brawn Agility Intellect Cunning Willpower Presence

Talents: Soak Value w. Threshold M/r Defense


• Swift: A Gurak Tol does not spend extra maneuvers 4 5 0 0
to move across difficult terrain.
Abilities: Skills: Cool, Brawl, Melee (Light), Resilience.
• Tail Catapult: When engaged with a Gurak Tol that Talents: None.
the Orc outrider is bonded with, the Orc outrider Abilities:
may use the steed to perform a Ranged attack with • Ice Madness: Upgrade the difficulty of social skill
the following profile: Ranged; Damage 8; Critical checks targeting an ice-blood warrior once.
4; Range (Medium); Concussive 1, Inaccurate 1,
Knockdown. Equipment:
• Brittle Axe: Melee (Light); Damage 6; Critical 3;
Equipment:
Range (Engaged); Vicious 1.
• Claws and Fangs: Brawl; Damage 7; Critical 3;
• Freezing Touch: Brawl; Damage 5; Critical 4; Range
Range (Engaged); Vicious 1.
(Engaged); Stun 3.
• Tail: Brawl; Damage 7; Critical 4; Range (Engaged); Source: ROT p. 237
Disorient 3, Knockdown.
• When bonded with an Orc outrider, a Gurak Tol
gains armor that adds +2 to its soak.
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 M/r Defense Soak Value w. Threshold M/r Defense
6 15 3 2 1 3 0 0
Skills: Discipline 3 (lkk), Melee (Heavy) 3 (lllk), Skills: Brawl, Melee (Light), Skulduggery.
Melee (Light) 3 (lllk), Resilience 3 (lllk), Talents: None.
Vigilance 3 (lkk).
Abilities:
Talents: None.
• Not Another!: In an encounter with any number of
Abilities: kobolds, the GM may spend hh from any check
• Graven Wards: Increase the difficulty of all spells made by a PC to add one kobold to an existing min-
that target an ironbound twice. ion group, or spend d to add a new minion group
• Strength of Iron: An ironbound can wield a Melee of three kobolds to the encounter.
(Heavy) weapon in one hand. • Silhouette 0.
• Watchful: Ironbound add jj to Perception and Equipment:
Vigilance checks to detect the use or effects of Magic • Claws and Teeth: Brawl; Damage 2; Critical 3;
skills. Range (Engaged); Vicious 1.
Equipment: • Crude Blade: Melee (Light); Damage 4; Critical 3;
• Halberd: Melee (Heavy); Damage 7; Critical 3; Range (Engaged).
Range (Engaged); Defensive 1, Pierce 3. Source: ROT p. 192
• large shield Melee (Light); Damage 5; Critical 5; Lava Elemental (Rival)
Range (Engaged); Defensive 2, Deflection 2, Inaccu-
rate 2, Knockdown. 3 3 1 2 3 1
Source: ROT p. 153
Brawn Agility Intellect Cunning Willpower Presence
Kennsir Dwarf (Rival) Soak Value w. Threshold M/r Defense
3 13 4 4
2 1 2 3 3 2
Brawn Agility Intellect Cunning Willpower Presence
Skills: Brawl 2 (llk), Cool 2 (lk), Vigilance 2
(llk).
Soak Value w. Threshold M/r Defense
3 15 1 0 Talents: None.
Abilities:
Skills: Melee (Light) 3 (llk), Resilience 3 (llk), • Amorphous: As an incidental, a lava elemental may
Skulduggery 2 (llk), Stealth 2 (lk), increase or decrease its silhouette by 1.
Survival 2 (llk). • Inconspicuous: A lava elemental in a natural pool
Talents: None. of molten rock appears indistinguishable from or-
dinary lava; a character can make a Hard (kkk)
Abilities:
Perception or Vigilance check to identify a lava el-
• Dark Vision: When making skill checks, Dwarves
emental.
remove up to jj imposed due to darkness.
• Tunnel Fighter: Add jj to combat checks Kennsir Equipment:
Dwarves make in enclosed spaces. • Pseudopods: Brawl; Damage 7; Critical 2; Range
(Engaged); Burn 2, Sunder.
Equipment:
• Lava Projectile: Ranged; Damage 9; Critical 3;
• Brace of Dwarven Pickaxes: Melee (Light); Damage
Range Short; Blast 4, Burn 2, Concussive 1.
4; Critical 2; Range (Engaged); Pierce 2. Source: ROT p. 196
• Smokebombs, vials of poison gas.
Source: ROT p. 192

Adversaries anthology
16 GENESYS
Leonx (Rival) Discipline 3 (lllk),
Knowledge (Forbidden) 5 (llllk),
4 4 1 3 2 1 Negotiation 3 (lllk), Ranged 3 (lllk),
Brawn Agility Intellect Cunning Willpower Presence
Vigilance 2 (llkk).

Soak Value w. Threshold M/r Defense Talents:


4 14 0 0 • Adversary 2: Upgrade the difficulty of combat
checks targeting this character twice.
Skills: Brawl 2 (llkk), Survival 3 (lll), • Dark Insight: Use Knowledge (Forbidden) to deter-
Vigilance 2 (ll). mine spell effects.
Talents: Abilities:
• Swift: A Leonx does not perform extra maneuvers to • Blood Call: When a Lord of Bilehall damages a
move through difficult terrain. target using their fangs or a magic attack, they heal
wounds equal to the wounds inflicted.
Abilities:
• Sunlight Sensitivity: While exposed to sunlight,
• Maul: A Leonx adds jj to Brawl checks against
a Lord of Bilehall reduces all their characteristics
prone or immobilized targets.
by 2 and halves their Wound Threshold and Strain
Equipment: Threshold.
• Claws and Fangs: Brawl; Damage 6; Critical 3; • Terrifying: At the start of the encounter, all of their
Range (Engaged); Knockdown, Pierce 2, Vicious 1. opponents must make a Daunting (kkkk) fear
Source: ROT p. 180 check as an out-of-turn incidental, as per page 243
Leonx Rider (Rival) of the Genesys Core Rulebook. If there are multiple
sources of fear in the encounter, the opponents only
3 3 2 3 3 3 make one fear check against the most terrifying en-
Brawn Agility Intellect Cunning Willpower Presence emy.
• Undead: Does not need to breathe, eat, or drink (ex-
Soak Value w. Threshold M/r Defense
cept blood), and can survive underwater; immune to
4 15 2 1 poisons and toxins.
Skills: Cool 2 (llk), Melee (Heavy) 2 (llk), • Vampiric Magic: A Lord of Bilehall reduces the dif-
Riding 2 (llk), Survival 2 (llk), ficulty of all magic skill checks one step.
Vigilance 2 (llk). Spells: A Lord of Bilehall can choose any magic action
Talents: allowed for the Arcana skill, and may select additional
spell effects, as normal. The spells they use most often are
• None.
the following:
Abilities: • Blood Funnel: Choose one target at short range for
• Leonx Bond: When a Leonx Rider directs its mount, the attack and make a Hard (kkk) Arcana check; if
the mount may perform an action and a maneuver the magic combat check succeeds, the target suffers
and is not limited to using its maneuvers to move. 4 damage + 1 damager per uncanceled s, with Crit-
Equipment: ical Rating 2 and the Blast 4 and Vicious 4 qualities.
• Spear: Melee (Heavy); Damage 6; Critical 3; Range • Curse of the Night: Choose one target within short
(Engaged); Accurate 1, Defensive 1, range and make a Hard (kkk) Arcana check; if the
• Leather Armor: +1 soak, Leonx see page 180. check succeeds, the tar-get decreases the ability of
Source: ROT p. 179 any skill checks they make by one and reduce their
strain and wound thresholds by 4 until the end of
Lord Of Bilehall (Nemesis) the Lord of Bilehall’s next turn. The Lord of Bilehall
may maintain these effects by performing the Con-
4 5 4 4 4 4 centrate maneuver.
Brawn Agility Intellect Cunning Willpower Presence
Equipment:
Soak Value w. Threshold S. Threshold M/r Defense
• Bloodstained Fangs: Brawl; Damage 6; Critical 2;
6 18 20 0 0 Range (Engaged); Ensnare 1, Vicious 2.
• Magic Staff: Add +4 damage to magic attacks; the
Skills: Arcana 3 (lllk), Brawl 2 (llkk),
first Range effect added does not increase difficulty.
Charm 3 (lllk), Cool 3 (lllk),
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 M/r Defense Soak Value w. Threshold M/r Defense
4 5 1 0 2 12 0 0
Skills: Athletics, Cool, Melee (Light). Skills: Charm 1 (lkk), Coercion 2 (llk), Cool 2
Talents: (llk), Deception 1, (lkk) Discipline 2 (llk),
Negotiation 2 (llk).
• None.
Talents:
Abilities:
• None.
• Sea Legs: A Lorimor marine does not add j to
checks due to unstable footing on a ship or boat, or Abilities:
in a similar environment. • None.
Equipment: Equipment:
• Saber: Melee (Light); Damage 6; Critical 2; Range • Fine clothing, sash of office.
(Engaged); Defensive 1. Source: HC p. 14
• Scale Breastplate: +1 soak.
Source: ROT p. 227 Makhim (Minion)
Lost Knight (Rival)
3 3 2 2 2 1
3 3 2 2 4 3 Brawn Agility Intellect Cunning Willpower Presence

Brawn Agility Intellect Cunning Willpower Presence Soak Value w. Threshold M/r Defense
Soak Value w. Threshold M/r Defense 4 6 0 0
5 15 1 1
Skills: Brawl, Ranged, Survival, Stealth, Vigilance.
Skills: Athletics 2 (llk), Discipline 2 (llkk), Talents: None.
Melee (Light) 3 (lll), Resilience 2 (llk), Abilities:
Survival 1 (lk).
• Four-armed: a Makhim does not increase the dif-
Talents: ficulty of combined checks to attack with both its
• None. dolochs and fists.
Abilities: Equipment:
• Fatalistic Ferocity: A lost knight adds sh to any • Dolochs: Brawl; Damage 5; Critical 3; Range (En-
combat checks they make. gaged); Accurate 1, Linked 1.
Equipment: • Fists: Brawl; Damage 4; Critical 3; Range (Engaged);
• Ancient Sword: Melee (Light); Damage 6; Critical 2; Linked 1, Vicious 1.
Range (Engaged); Defensive 1. • Sling: Ranged; Damage 4; Critical 4; Range [Medi-
• heraldic plate armor +2 soak, +1 defense. um]; Disorient 2, Prepare 1
Source: ROT p. 227 Source: ROT p. 237

Adversaries anthology
18 GENESYS
Manticore (Nemesis) lowed for the Arcana skill, and may select additional spell
effects, as normal. His favored spells are:
4 3 1 2 2 1 • Death Knell: Choose one target at short or medium
Brawn Agility Intellect Cunning Willpower Presence range and make an Average kk Arcana check; if the
check succeeds, this magic attack inflicts 8 damage
Soak Value w. Threshold S. Threshold M/r Defense
+1 damage per uncanceled s, with Critical Rating 2
5 21 19 1 0 and the Ensnare 3 and Vicious 3 qualities.
• Wilt: Choose two targets within short range and
Skills: Athletics 2 (llkk), Brawl 3 (lllk),
make an Average kk Arcana check; if the check
Ranged 2 (llk).
succeeds, Skain can choose one additional target
Talents: for each a and all targets reduce the ability of any
• None. skill checks they make by one until the end of Skain’s
Abilities: next turn; if an affected character suffers strain for
• Flyer: Can fly; see page 100 of the Genesys Core any reason, they suffer 1 additional strain; Skain can
Rulebook, poisonous stinger a character wound- perform the concentrate maneuver to maintain all
ed by a manticore’s tail stinger must make a Hard effects of this curse.
(kkk) Resilience check as an out-of-turn incidental • Wall of Bones: Make a Hard kkk Arcana check; if
or suffer 4 additional wounds, and must check again the check succeeds, Skain reduces the damage of all
on their next turn if the check generates d. hits he suffers by 1 plus 1 for every ss beyond the
• Silhouette 2. first until the end of his next turn; in addition, if an
attack targeting Skain generates hhh or d, the
Equipment: attacker suffers a hit inflicting damage equal to the
• Claws and Fangs: Brawl; Damage 6; Critical 3; total damage of the attack; Skain may perform the
Range (Engaged). concentrate maneuver to maintain the effects of this
• Tail Stinger: Ranged; Damage 7; Critical 3; Range barrier.
(Medium); Slow-Firing 1, Pierce 2. Equipment:
Source: ROT p. 227
• One Staff: Add +4 damage to magic attacks and
Mavaris Skain, Necromancer (Nemesis) first Range effect does not increase difficulty; heal 1
wound after damaging a target with a spell.
2 2 4 3 3 2 • Sacrificial Dagger: Melee (Light); Damage 4; Criti-
Brawn Agility Intellect Cunning Willpower Presence cal 3; Range (Engaged); Accurate 1, Vicious 1.
Soak Value w. Threshold S. Threshold M/r Defense • Heavy Robes: +1 defense.
2 13 17 1 1 • Forbidden Grimoire: A user with the Dark Insight
talent can add the Additional Target and Enervate
Skills: Arcana 3 (lllk), Cool 2 (ll), effects to curse spells with no increase in difficulty.
Discipline 2 (llkk), Source: HC p. 16
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 deter-
mine 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: Mavaris Skain can choose any magic action al-

Adversaries anthology
GENESYS 19
Merriod (Nemesis) nary example of its element; a character can make a
Hard (kkk) Perception or Vigilance check to iden-
4 4 1 3 1 1 tify a minor elemental.
Brawn Agility Intellect Cunning Willpower Presence Equipment:
Soak Value w. Threshold S. Threshold M/r Defense • Pseudopods: Brawl; Damage 6; Critical 3; Range
5 22 18 0 0 (Engaged); Burn 1 (flame elemental only), Ensnare 1
(quicksand elemental only), Linked 1, Stun 5 (spring
Skills: Athletics 4 (llll), Brawl 3 (lllk), elemental only).
Stealth 2 (llkk), Vigilance 3 (lkk). Source: ROT p. 248

Talents: Naga Priestess (Rival)


• Adversary 1: Upgrade the difficulty of combat
checks targeting this character once. 3 3 2 3 3 4
Brawn Agility Intellect Cunning Willpower Presence
Abilities:
Soak Value w. Threshold M/r Defense
• Aquatic: A merriod never treats water as difficult
terrain and can breathe underwater. 2 16 4 4
• Monstrous Limbs: A merriod does not increase
Skills: Brawl 2 (llk), Charm 3 (llkk),
the difficulty of combined checks to attack with its
Cool 3 (lllk), Coordination 4 (llkk),
claws, tentacles, and jaws, and may spend aa or t
Leadership 3 (lllk).
to hit with each additional weapon.
• Silhouette 2. Talents:
• Terrifying: At the start of the encounter, all of its • Adversary 1: Upgrade the difficulty of combat
opponents must make a Hard (kkk) fear check as checks targeting this character once.
an out-of-turn incidental, as per page 243 of the Abilities:
Genesys Core Rulebook. If there are multiple sourc- • Hypnotic Gaze: A naga priestess may make an op-
es of fear in the encounter, the opponents only make posed Charm vs. Discipline check as an action tar-
one fear check against the most terrifying enemy. geting one character within short range. If success-
Equipment: ful, the target is immobilized for 1 round per s, and
• Claws: Brawl; Damage 7; Critical 3; Range (En- the naga may spend t to stagger the target for 1
gaged); Vicious 1. round.
• Mawed Tentacles: Brawl; Damage 7; Critical 3; • Opportunistic Predator: When making a combat
Range (Short); Ensnare 3, Linked 1, check targeting an immobilized character, the naga
• Jaws: Brawl; Damage 6; Critical 2; Range (Engaged); deals +2 damage per s instead of +1.
Pierce 2, Vicious 2. Equipment:
Source: ROT p. 228 • Fangs: Brawl; Damage 5; Critical 2; Range [En-
Minor Elemental (Rival) gaged]; Pierce 1, Vicious 2; a character wounded by
this weapon must make a Hard (kkk) Resilience
3 3 1 2 3 1 check or suffer 4 additional wounds, and must check
Brawn Agility Intellect Cunning Willpower Presence
again on their next turn if the check generates t.
Source: ROT p. 258
Soak Value w. Threshold M/r Defense
3 13 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 en-
vironment appears indistinguishable from an ordi-

Adversaries anthology
20 GENESYS
Necromancer (Nemesis) Equipment:
• Bone staff: Add +4 damage to magic attacks; the
1 2 3 2 3 2 first Range effect added does not increase difficul-
Brawn Agility Intellect Cunning Willpower Presence ty; when used to cast a spell that inflicts 1 or more
wounds, caster heals 1 wound.
Soak Value w. Threshold S. Threshold M/r Defense
• Ceremonial Dagger: Melee (Light); Damage 4;
1 12 18 1 1 Critical 3; Range (Engaged); Accurate 1, Vicious 1;
Skills: Arcana 3 (lll), Cool 2 (ll), • Heavy Robes: +1 defense.
Discipline 2 (llk), • Forbidden Grimoire: A user with the Dark Insight
Knowledge (Forbidden) 3 (lll), Melee (Light) 1 (l), talent can add the Additional Target and Enervate
Vigilance 1 (lkk). effects to Curse spells with no increase in difficulty.
Source: ROT p. 166
Talents:
• Adversary 1: Upgrade the difficulty of combat Ogre (Nemesis)
checks targeting this character once.
• Chill of Nordros: Magic attacks gain the Ice ef-
5 2 2 3 2 1
Brawn Agility Intellect Cunning Willpower Presence
fect with no increase in difficulty, Dark Insight use
Knowledge (Forbidden) to determine spell effects. Soak Value w. Threshold S. Threshold M/r Defense
• Necromancy: When this character uses the conjure 7 20 12 0 0
magic action, it gains the Summon Ally effect with
no increase in difficulty. All creatures the character Skills: Athletics 2 (llkkk),
summons must be undead. Melee (Heavy) 2 (llkkk), Perception 1 (lkk),
Ranged 2 (ll).
Abilities:
• None. Talents:
• None.
Spells: Necromancers can choose any magic action al-
lowed for the Arcana skill, and may select additional spell Abilities:
effects, as normal. The spells they use most often are the • Regeneration: At the beginning of its turn, this
following: creature automatically heals 3 wounds.
• Death Knell: Choose one target at short or medi- • Sweep Attack: May spend t on a successful melee
um range and make an Average (kk)Arcana check. combat check to inflict one hit dealing the weapon’s
If successful, this magic attack inflicts 8 damage +1 base damage on everyone (except the ogre!) engaged
damage per uncanceled s, with Critical Rating 2 with the target.
and the Ensnare 3 and Vicious 3 qualities. Equipment:
• Wilt: Choose two targets within short range and • Cudgel: Melee; Damage 10; Critical 4; Range (En-
make an Average kk Arcana check. If successful, the gaged), Disorient 2, Knockdown.
Necromancer can choose one additional target for • Spiked Chain: Ranged; Damage 7; Critical 5; Range
each a and all targets reduce the ability of any skill (Short); Ensnare 2, Knockdown.
checks they make by one until the end of the necro-
• Scavenged Armor: +2 soak.
mancer’s next turn. If an affected character suffers
Source: ROT p. 202
strain for any reason, they suffer 1 additional strain.
The necromancer can perform the concentrate ma-
neuver 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 maneu-
ver to maintain the effects of this barrier.

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 M/r Defense Soak Value w. Threshold M/r Defense
2 8 1 1 5 15 0 0
Skills: Leadership 2 (llk), Melee 2 (ll), Skills: Melee (Light) 2 (llkk), Ranged 2 (llk),
Knowledge (Lore) 3 (llk), Primal 3 (lll), Riding 3 (llk).
Survival 3 (lll), Vigilance 2 (llk). Talents:
Talents: • Quick Draw: Once per round on their turn, an Orc
• Adversary 1: Upgrade the difficulty of combat outrider may draw or stow an easily accessible weap-
checks targeting this character once. on as an incidental instead of a maneuver.
Abilities: Abilities:
• Silhouette 0. • Brutal Training: When an Orc outrider directs its
Spells: Onoit shamans can choose any magic action al- mount, the mount may perform an action and a ma-
lowed for the Primal skill, and may select additional spell neuver and is not limited to using its maneuvers to
effects, as normal. The spells they use most often are the move
following: Equipment:
• Winter Gale: Choose one target at short or medi- • Orc Throwing Spear: Ranged; Damage 7; Critical 3;
um range and make a Hard kkk Primal check. If Accurate 1, Limited Ammo 1.
successful, this magic attack inflicts 7 damage +1 • Axe: Melee (Light); Damage 7; Critical 3; Range
damage per s, with the Blast 3 and Ensnare 3 item (Engaged); Vicious 1.
qualities. • Leather Armor: +1 soak.
• Healing Gust: Choose two targets at up to short • Extra spears.
range and make an Average kk Primal check. If suc- • Armored Gurak Tol mount.
cessful, the targets heal 1 wound per s and 1 strain Source: ROT p. 203
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

Adversaries anthology
22 GENESYS
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 M/r Defense Soak Value w. Threshold M/r Defense
3 15 17 1 1 3 5 0 0
Skills: Brawl, Cool, Coordination, Melee (Light).
Skills: Cool 2 (llk), Knowledge (Lore) 3 (llk),
Primal 4 (lllk). Talents:
Talents: • Quick Draw: Once per round on their turn, pirates
may use this talent to draw or holster an easily acces-
• Second Wind 5: Once per encounter, the spirit-
sible weapon or item as an incidental. Quick Draw
speaker may heal 5 strain as an incidental.
also reduces a weapon’s Prepare rating by one, to a
Abilities: minimum of one.
• Spiritual Focus: A spiritspeaker adds j to Primal Abilities:
checks they make for each Orc ally within short
• None.
range.
Equipment:
Spells: Spiritspeakers can choose any magic action al-
lowed for the Primal skill, and may select additional spell • Cutlass: Melee (Light); Damage 6; Critical 2; Range
effects as normal. The spells they use most often are the (Engaged); Defensive 1.
Source: ROT p. 229
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 Pri-
mal check. If the check is successful, the spiritspeak-
er 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.
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) Equipment:
• Fangs: Brawl; Damage 6; Critical 3; Range (En-
2 2 2 2 3 3 gaged).
Brawn Agility Intellect Cunning Willpower Presence • Buffeting Wings: Brawl; Damage 4; Critical 4;
Range (Engaged); Disorient 3, Stun 3.
Soak Value w. Threshold M/r Defense
Source: GCRB p. 147
2 16 1 1
Reanimate (Minion)
Skills: Charm 2 (llk), Discipline 2 (llk),
Divine 2 (llk), Knowledge (Lore) 3 (llk), 2 2 1 2 1 1
Melee (Light) 2 (ll), Vigilance 1 (lkk). Brawn Agility Intellect Cunning Willpower Presence

Talents: Soak Value w. Threshold M/r Defense


• Flames of Kellos: When casting an Attack spell, this 3 4 1 1
character can add the Fire effect with no increase in
difficulty, but can never add the Ice effect. Skills: Melee (Light), Perception, Ranged, Resilience,
Vigilance.
Abilities:
• None. Talents:
• None.
Spells: Priests of Kellos can choose any magic action al-
lowed for the Divine skill, and may select additional spell Abilities:
effects, as normal. The spells they use most often are the • Undead: Does not need to breathe, eat, or drink,
following: and can survive underwater; immune to poisons
• Healing Spark: Choose a target within short range and toxins.
and make an Average kk Divine check. If the check • Undying: May spend hhh from any check made
succeeds, the target heals 1 wound per s and 1 by a PC to return one previously defeated Reanimate
strain per a. to an existing minion group, removing damage from
• Righteous Blaze: Choose one target within short the group accordingly. Spend d to return two Rean-
range and make an Average kk Divine check. If imates to a minion group.
successful, this magic attack inflicts 3 damage +1 Equipment:
damage per uncanceled s, with the Burn 3 quality. • Rusted Blade: Melee; Damage 5; Critical 3; Range
Against an undead target, the attack inflicts +2 dam- (Engaged).
age per s instead. • Worn Bow: Ranged; Damage 6; Critical 3; Range
Equipment: (Medium).
• Mace: Melee (Light); Damage 5; Critical 4; Range • Antique Mail: +1 soak.
(Engaged). Source: ROT p. 166
• 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 M/r Defense


3 13 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.

Adversaries anthology
24 GENESYS
Rune Golem (Nemesis) Equipment:
• Burning Fangs: Brawl; Damage 7; Critical 3; Range
5 3 2 2 3 2 (Engaged); Burn 2, Sunder, Vicious 2.
Source: ROT p. 196
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense Scorpion Swarm (Rival)


7 25 22 0 0
1 3 1 1 1 1
Skills: Cool 2 (ll), Discipline 2 (llk), Brawn Agility Intellect Cunning Willpower Presence
Brawl 3 (lllkk), Melee (Light) 3 (lllkk), Soak Value w. Threshold M/r Defense
Resilience 3 (lllkk). 1 36 0 0
Talents:
• Adversary 1: Upgrade the difficulty of checks target- Skills: Brawl 1 l, Coordination 2 (llk).
ing this enemy once. Talents:
Abilities: • None.
• Four-armed: A rune golem may make a combined Abilities:
combat check with its massive swords and stone fists • Silhouette 2
without increasing the difficulty. • Swarm: Halve the damage dealt to the swarm be-
• Elemental Runes: Each rune golem takes on differ- fore applying soak, unless the weapon has the Blast
ent traits depending on its animating rune. Select or Burn quality (regardless of whether the quality is
one rune for each individual golem. Fire: add ss activated).
to checks the rune golem makes to determine initia- • Venomous: Enemies who are wounded by a scor-
tive. Ice: upgrade the difficulty of social skill checks pion swarm must make a Hard (kkk) Resilience
targeting the golem once. Lightning: the rune golem check as an out-of-turn incidental or suffer 4 addi-
may perform a second maneuver without suffering tional wounds, and must check again on their next
strain. Stone: the rune golem’s soak increases to 8 turn if the check generates d.
other runes can be used at the GM’s discretion.
Equipment:
• Silhouette 2.
• Claws and Stingers: Brawl; Damage 1; Critical 4;
Equipment: Range (Engaged); Pierce 3, may spend aa to inflict
• Massive Swords: Melee (Light); Damage 9; Critical 3 strain.
2; Range (Engaged); Linked 1, Pierce 1. Source: ROT p. 249
• Stone Fists: Brawl; Damage 7; Critical 4; Range (En-
gaged); Concussive 1, Disorient 3, Linked 1.
Source: ROT p. 154

Salamander (Rival)
3 3 1 3 2 1
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


5 18 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 M/r Defense Soak Value w. Threshold S. Threshold M/r Defense
0 6 2 2 5 20 16 3 3
Skills: Brawl, Cool, Discipline Skills: Cool 2 (llkkk), Brawl 4 (llllk),
Talents: Melee (Light) 3 (lllkk), Ranged 3 (lllk),
Survival 3 (lll), Stealth 3 (lllk).
• None.
Talents:
Abilities:
• Adversary 2: Upgrade the difficulty of combat
• Ghostly: May move over or through terrain (in-
checks targeting this character twice.
cluding doors and walls) without penalty. Halve the
damage dealt to the shade before applying soak, un- • Swift: A Singhara does not spend additional maneu-
less the attack came from a magical source such as a vers to move through difficult terrain.
spell or magical weapon. Abilities:
• Terrifying: At the start of the encounter, all of their • Prideful Roar: As a maneuver, a Pridelord can un-
opponents must make a Hard (kkk) fear check as leash a prideful roar. All other Singhara in the en-
an out-of-turn incidental, as per page 243 of the counter remove j from checks until the end of the
Genesys Core Rulebook. If there are multiple sourc- Pridelord’s next turn. In addition, enemies within
es of fear in the encounter, the opponents only make medium range of the Pridelord must make an Aver-
one fear check against the most terrifying enemy, age (kk) fear check as per page 243 of the GENESYS
Undead does not need to breathe, eat, or drink, and Core Rulebook.
can survive underwater; immune to poisons and Equipment:
toxins.
• Spear: Melee (Light); Damage 8; Critical 3; Range
Equipment: (Engaged); Accurate 1 or Ranged; Damage 8; Crit-
• Spectral Hands: Brawl; Damage 1; Critical 2; Range ical 3; Range (Short); Accurate 1, Limited Ammo 1.
(Engaged); Breach 1, Stun Damage. • Claws and Teeth: Brawl; Damage 7; Critical 3;
Source: ROT p. 229 Range (Engaged); Vicious 1.
Singhara Hunter (Minion) Source: ROT p. 259

3 3 1 3 2 2
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


3 5 0 0
Skills: Cool, Brawl, Melee (Light), Ranged, Survival,
Stealth.
Talents:
• Swift: A Singhara does not spend additional maneu-
vers 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; Crit-
ical 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
26 GENESYS
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 M/r Defense Soak Value w. Threshold S. Threshold M/r Defense
2 12 1 1 7 25 18 0 0
Skills: Charm 3 (lllk), Cool 2 (llkk), Skills: Athletics 4 (llkk), Brawl 4 (llllk),
Brawl 2 (ll), Perception 3 (lll). Resilience 4 (llllk).
Talents: Talents:
• None. • Swift: A spined thresher does not spend additional
Abilities: maneuvers to move through difficult terrain.
• Deadly Distraction: A siren decreases the difficul- Abilities:
ty of combat checks it makes that target a character • Silhouette 3.
immobilized or staggered by its Irresistible Song by • Spine-tow: A spined thresher can use a maneuver to
one. move a target affected by its tail’s Ensnare quality up
• Flyer: Can fly; see page 100 of the Genesys Core to one range band.
Rulebook. • Terrifying: At the start of the encounter, all of its
• Irresistible Song: As an action, a siren may make an opponents must make a Hard (kkk) fear check as
Average (kk) Charm check. If the check is success- an out-of-turn incidental, as per page 243 of the
ful, all characters within long range who can hear Genesys Core Rulebook. If there are multiple sourc-
the siren’s song suffer 1 strain per s. The siren may es of fear in the encounter, the opponents only make
spend aa to immobilize one affected character un- one fear check against the most terrifying enemy.
til the end of the following round, and spend t to • Too Many Mouths: A spined thresher can make a
stagger one affected character until the end of the combined check to attack with any number of its
following round. While a character is staggered by weapons, and only needs to spend a to hit with
Irresistible Song must spend all of their maneuvers each additional weapon.
to move closer to the siren.
Equipment:
Equipment: • Two Fanged Claws: Brawl; Damage 9; Critical 3;
• Talons: Brawl; Damage 6; Critical 3; Range (En- Range (Engaged); Knockdown, Vicious 2.
gaged); Vicious 1. • Slavering Maw: Brawl; Damage 7; Critical 3; Range
Source: ROT p. 230 (Engaged); Pierce 2, Sunder.
Skeleton (Minion) • Spiny Tail: Brawl; Damage 6; Critical 4; Range
(Short); Ensnare 2, Vicious 1.
2 2 1 2 1 1 Source: ROT p. 216
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


2 4 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 (Me-
dium).
Source: GCRB p. 146

Adversaries anthology
GENESYS 27
Splig, King Of All Golbins (Nemesis) of the Arcana check.
Spells: Storm sorceresses can choose any magic action
4 3 2 3 2 3 allowed for the Arcana skill, and may select additional
Brawn Agility Intellect Cunning Willpower Presence spell effects, as normal. The spells they use most often are
Soak Value w. Threshold S. Threshold M/r Defense the following:
5 20 11 0 0 • Blizzard: The storm sorceress chooses a target with-
in long range and makes a Daunting kkkk Arcana
Skills: Coercion 2 (ll), Cool 2, (ll), check. If the check is successful, this magic attack
Melee (Heavy) 3 (lllk), Leadership 2 (ll), inflicts 8 damage +1 damage per s with the Blast
Resilience 2 (llkk). 4, Disorient 4, Ensnare 4, and Knockdown qualities.
• Stormbolt: The storm sorceress chooses a target
Talents:
within medium range and makes an Easy k Arcana
• Whirlwind: Splig may take the Whirlwind action;
check. If the check is successful, this magic attack in-
suffering 4 strain and making a Brawl or Melee at-
flicts 8 damage +1 damage per s, with the Auto-fire
tack against the engaged adversary with the highest
and Stun 4 qualities.
difficulty and defense. Increase the difficulty of the
• Squall: The storm sorceress chooses a target within
check once. If the combat check succeeds, each ad-
medium range and makes an Easy k Arcana check.
versary engaged with Splig suffers one hit, dealing
If the check is successful, this magic attack inflicts 8
damage equal to the attack’s base damage +1 per un-
damage +1 damage per s. The storm sorceress may
canceled s.
spend a on the check to move the target or a char-
Abilities: acter engaged with the target up to one range band
• King of the Goblins! Upgrade the difficulty of com- in any direction.
bat checks targeting Splig once for each minion
Equipment:
group of goblins within short range of him. If the
• Magic Staff: The first Range effect added to a spell
check fails, one individual minion is defeated.
does not increase its difficulty; increase damage of
• Lucky Escape: When Splig would be defeated due
Attack spells by +4.
to exceeding his wound threshold or strain thresh-
• Robes: +1 defense.
old, or for any reason, he may spend 1 Story Point to
Source: ROT p. 180
instead escape in a suitably fortunate and cowardly
fashion. All other goblins in the encounter are im-
mediately defeated.
Equipment:
• The Club of All Goblins: Melee (Heavy); Damage
8; Critical 3; Range (Engaged); Inaccurate 1, Knock-
down, 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 M/r Defense


2 15 18 2 2
Skills: Arcana 3 (lllk), Cool 2 (llk),
Discipline 2 (llkk), Knowledge (Lore) 4 (llll).
Talents:
• Adversary 1: Upgrade the difficulty of checks target-
ing this enemy once.
Abilities:
• Elemental Mastery: The first effect that a storm sor-
ceress adds to a spell does not increase the difficulty

Adversaries anthology
28 GENESYS
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 M/r Defense Soak Value w. Threshold M/r Defense
2 18 16 1 0 2 13 0 0
Skills: Charm 3 (lll), Cool 2 (llk), Skills: Charm 3 (lll), Cool 2 (llk),
Deception 2 (ll), Melee (Light) 3 (llk). Deception 2 (llk), Discipline 2 (ll),
Talents: Negotiation 3 (lll).
• Adversary 1: Upgrade the difficulty of combat Talents:
checks targeting this character once, • None.
• Duelist: A sword poet adds j to melee combat Abilities:
checks while engaged with a single opponent, but • Certain You Want To Do This?: When targeting
adds j while engaged with three or more opponents. a Guildmaster with a check, a character suffers 1
• Parry 3: When a sword poet suffers a hit from a strain.
melee combat check, after damage is calculated (but
before soak is applied, so immediately after Step 3 Equipment:
of Perform a Combat check on page 102 of Genesys • Dagger: Melee (Light); Damage 4; Critical 3; Range
Core Rulebook), they may take a Parry incidental. (Engaged),
They suffer 3 strain and reduce the damage dealt by • Fine clothing.
that hit by five. This talent may only be used once Source: ROT p. 155
per hit and when the sword poet is wielding a Melee Thieves Guild Cutpurse (Rival)
weapon.
• Improved Parry: When a sword poet suffers a hit 2 3 2 3 2 3
from a melee combat check and uses Parry to reduce Brawn Agility Intellect Cunning Willpower Presence
the damage from that hit, after the attack is resolved,
Soak Value w. Threshold M/r Defense
they may spend hhh or d from the attacker’s
check to use this talent. Then, the sword poet au-
2 12 0 0
tomatically hits the attacker once with a Brawl or Skills: Cool 2 (llk), Coordination 2 (llk),
Melee weapon they are wielding. The hit deals the Deception 2 (llk), Melee (Light) 2 (ll),
weapon’s base damage, plus any damage from ap- Skulduggery 3 (lll), Stealth 3 (lll).
plicable talents or abilities. The sword poet can’t use Talents:
this talent if the original attack incapacitates them.
• Finesse: May use Agility instead of Brawn for Brawl
Abilities: and Melee (Light) checks.
• Show Off: A sword poet may choose to inflict stun Abilities:
damage when resolving a successful melee combat
• None.
check or using the Improved Parry ability.
Equipment:
Equipment:
• Dagger: Melee (Light); Damage 3; Critical 3; Range
• Dueling Rapier: Melee (Light); Damage 5; Critical
(Engaged); Accurate 1.
2; Range (Engaged); Defensive 1, Pierce 3,
• Blackjack: Melee (Light); Damage 5; Critical 5;
• Fancy clothes.
Range (Engaged); Disorient 2, Stun Damage.
Source: ROT p. 230
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 M/r Defense Soak Value w. Threshold M/r Defense
3 17 19 1 1 3 12 0 0
Skills: Arcana 3 (lllk), Brawl 2 (llk), Knowledge Skills: Cool 2 (lk), Ranged 3 (lll),
(Lore) 3 (llk), Melee (Light) 2 (llk), Stealth 3 Stealth 2 (llk)
(lll), Vigilance 3 (lllk). Talents:
Talents: • None.
• Quick Strike 2: A Fae adds jj to combat checks Abilities:
targeting characters that have not acted yet in the
• Tailored Poison: Once per encounter before mak-
current encounter.
ing a Ranged check, as a maneuver a viper legion
Abilities: archer can apply a tailored poison to an arrow; if the
• Creature of the Aenlong: A Fae reduces the difficul- check succeeds, the attack inflicts additional damage
ty of Arcana checks by one, to a minimum of Easy equal to the target’s highest characteristic and gains
k, and the base damage of their Attack spells is in- the Disorient 3 quality.
creased by three. Equipment:
• Flyer: Can fly; see page 100 of the Genesys Core • Viper bow: Ranged; Damage 8; Critical 3; Range
Rulebook. (Long); Unwieldy 3; a character wounded by this
• Terrifying: At the start of the encounter, all of their weapon must make a Hard (kkk) Resilience check
opponents must make a Hard (kkk) fear check as or suffer 3 additional wounds plus 1 strain per h,
an out-of-turn incidental, as per page 243 of the and must check again on their next turn if the check
Genesys Core Rulebook. If there are multiple sourc- generates d.
es of fear in the encounter, the opponents only make • Leather Armor: +1 soak.
one fear check against the most terrifying enemy. Source: ROT p. 217
Spells: The Fae can choose any magic action allowed for Weik Warrior (Minion)
the Arcana skill, and may select additional spell effects, as
normal. The spells they use most often are the following: 3 2 1 2 3 2
• Blinding Curse: The Fae chooses one target with- Brawn Agility Intellect Cunning Willpower Presence
in short range and makes an Average kk Arcana
check. If the check is successful, the target decreases Soak Value w. Threshold M/r Defense
the ability of all checks they make and adds jj to all 6 23 0 0
checks involving sight until the end of the Fae’s next
turn. The Fae can sustain these effects by performing Skills: Cool, Brawl, Melee (Light), Resilience.
the concentrate maneuver. Talents:
• Shuddering Paralysis: The Fae chooses one target • None.
at short range and makes an Easy k Arcana check. Abilities:
If the check is successful, this magic attack inflicts 7
• Aggressive Fighter: Weik warriors add a to com-
damage, +1 damage per s, with the Ensnare 3 qual-
bined checks they make to attack with two melee
ity.
weapons.
Equipment:
Equipment:
• Eldritch Blade: Melee; Damage 4; Critical 2; Range
• Axe: Melee (Light); Damage 6; Critical 3; Range
(Engaged); Disorient 2, Pierce 4.
(Engaged); Vicious 1.
• Claws and Teeth: Brawl; Damage 4; Critical 3;
• Sword: Melee (Light); Damage 6; Critical 2; Range
Range (Engaged); Vicious 1.
(Engaged); Defensive 1.
Source: ROT p. 181
• Bow: Ranged; Damage 7; Critical 3; Range (Medi-
um); Unwieldy 2.
Source: ROT p. 239

Adversaries anthology
30 GENESYS
Wendigo (Rival) made by all other Uthuk Y’llan in the encounter.
• Sacrifice: After inflicting wounds on a living crea-
4 3 1 3 2 1 ture (whether an enemy or ally), a witch or warlock
Brawn Agility Intellect Cunning Willpower Presence adds j to their next magic skill check; after killing a
living creature, a witch or warlock instead upgrades
Soak Value w. Threshold M/r Defense
the ability of their next magic skill check once.
6 18 0 0
Spells: Witches and warlocks can choose any magic ac-
Skills: Athletics 4 (llll), Brawl 4 (llll), tion allowed for the Divine skill, and may select addition-
Coercion 4 (llkk), Resilience 4 (llll), al spell effects as normal. The spells they use most often
Stealth 3 (lll), Vigilance 3 (lll). are:
• Boneshatter: Select one target at short range for this
Talents:
magic attack and make a Hard (kkk) Divine check.
• Adversary 1: Upgrade the difficulty of combat If the check is successful, the magic attack inflicts 5
checks targeting this character once. damage, +1 damage per s, with the Pierce 3, Sun-
Abilities: der, and Vicious 3 qualities, and with a Critical Rat-
• Blood Frenzy: While at least one opponent in an ing of 2.
encounter is suffering a Critical Injury, a Wendigo • Boil Blood: Select one target at short range for this
increases the base damage of its attacks by 2. curse and make an Average (kk) Divine check. If
• Eyeless Sight: Wendigo do not add j to checks due the check is successful, until the end of the witch or
to darkness or concealment, and are immune to abil- warlock’s next turn, the target decreases the ability
ities or Critical Injuries that affect a creature’s sight. of any skill checks they make by one and suffers one
• Terrifying: At the start of the encounter, all of its additional strain each time they suffer strain for any
opponents must make a Hard (kkk) fear check as reason. The witch or warlock can maintain these ef-
an out-of-turn incidental, as per page 243 of the fects with the concentrate maneuver.
Genesys Core Rulebook. If there are multiple sourc- Equipment:
es of fear in the encounter, the opponents only make • Sacrificial blade: Melee (Light); Damage 4; Critical
one fear check against the most terrifying enemy. 3; Range (Engaged); Vicious 1.
Equipment: • Bone Armor: +1 soak.
• Fangs: Brawl; Damage 6; Critical 2; Range (En- Source: ROT p. 217
gaged); Vicious 2.
• Claws: Brawl; Damage 8; Critical 3; Range (En-
gaged); Knockdown.
Source: ROT p. 238

Witch And Warlock (Rival)


2 2 3 3 3 3
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


3 18 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 deter-
mine 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) opponents must make a Hard (kkk) fear check as
an out-of-turn incidental, as per page 243 of the
1 3 2 3 3 1 Genesys Core Rulebook. If there are multiple sourc-
Brawn Agility Intellect Cunning Willpower Presence es of fear in the encounter, the opponents only make
one fear check against the most terrifying enemy.
Soak Value w. Threshold M/r Defense
0 19 3 3 Equipment:
• Massive Jaws: Brawl; Damage 12; Critical 2; Range
Skills: Brawl 3 (lkk), Cool 2 (lk), (Engaged); Ensnare 2, Vicious 4.
Discipline 2 (llk), Ranged 1 (lkk). • Tail and Fins: Brawl; Damage 10; Critical 4; Range
Talents: (Engaged); Knockdown.
Source: ROT p. 231
• None.
Abilities:
Young Dragon (Rival)
• Ghostly: May move over or through terrain (in- 3
cluding doors and walls) without penalty. Halve the
4 3 2 2 3
Brawn Agility Intellect Cunning Willpower Presence
damage dealt to the wraith before applying soak, un-
less the attack came from a magical source such as a Soak Value w. Threshold M/r Defense
spell or magical weapon. 6 23 0 0
• Silhouette 2.
• Terrifying: At the start of the encounter, all of its op- Skills: Arcana 1 (lkk), Brawl 2 (llkk),
ponents must make a Daunting (kkkk) fear check Cool 3 (llk), Ranged 2 (llk),
as an out-ofturn incidental, as per page 243 of the Resilience 2 (llkk), Runes 1 (lkk),
Genesys Core Rulebook. If there are multiple sourc- Vigilance 3 (llk).
es of fear in the encounter, the opponents only make Talents:
one fear check against the most terrifying enemy. • Swift: A dragon does not spend additional maneu-
• Undead: Does not need to breathe, eat, or drink, vers to move through difficult terrain.
and can survive underwater; immune to poisons Abilities:
and toxins.
• Flyer: Can fly; see page 100 of the Genesys Core
Equipment: Rulebook.
• Spectral Claws: Brawl; Damage 2; Critical 1; Range • Silhouette 2.
(Engaged); Breach 1, Stun Damage, • Terrifying: At the start of the encounter, all of their
• Wailing Cry: Ranged; Damage 2; Critical 5; Range opponents must make a Hard (kkk) fear check as
(medium); Breach 1, Stun Damage. an out-of-turn incidental, as per page 243 of the
Source: ROT p. 167 Genesys Core Rulebook. If there are multiple sourc-
Wyrm Of The Deep (Nemesis) es of fear in the encounter, the opponents only make
one fear check against the most terrifying enemy.
5 5 2 3 2 4 Equipment:
Brawn Agility Intellect Cunning Willpower Presence • Fiery Breath: Ranged; Damage 8; Critical 3; Range
Soak Value w. Threshold S. Threshold M/r Defense (Short); Blast 8, Burn 2, Prepare 1.
9 28 25 1 1 • Claws: Brawl; Damage 8; Critical 3; Range (En-
gaged); Vicious 2.
Skills: Brawl 4 (llllk), Discipline 3 (llk), Source: ROT p. 196
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

Adversaries anthology
32 GENESYS
SCIENCE FICTION
Equipment:
• None.
Source: SotB p. 236

Aaron Marron (Nemesis) Adonis and Eve Pleasure Bioroid (Rival)


4 2 2 4 2 4 3 3 2 1 1 4
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense Soak Value w. Threshold M/r Defense
4 17 12 0 0 5 10 0 0
Skills: Charm 4 (llll), Cool 4 (llll),
Skills: Athletics 2 (llkk), Cool 2 (llkk),
Coordination 2 (llk), Deception 3 (lkk),
Coercion 4 (llll), Leadership 3 (lllk),
Knowledge (Society) 3 (llk), Perception 2 (lkk).
Melee 4 (llkk), Ranged (Light) 3 (llk),
Streetwise 4 (llll), Vigilance 2 (ll). Talents:
Talents: • Natural: Once per session, may reroll any one
Charm or Cool check.
• Field Commander: May make an Average (kk)
Leadership check as an action; if successful, up to Abilities:
4 allies may immediately suffer 1 strain to perform • Bioroid: Does not need to breathe, eat, or drink; can
one maneuver out of turn. survive in vacuum and underwater; is immune to
• Quick Draw: Once per round, this character may poisons and toxins; and cannot knowingly endanger
draw or holster a weapon or item as an incidental. humans.
Abilities: Equipment:
• Bad Rep: When another character fails a check tar- • Fuzzy restraints.
geting this character, that character suffers 2 strain. Source: SotB p. 236
• Charismatic Menace: Allies within short range add Anarch Troublemaker (Rival)
a to checks they make; opponents within short
range add h to checks they make. 2 3 3 3 1 3
Equipment: Brawn Agility Intellect Cunning Willpower Presence

• Custom Six-shooter: Ranged (Light); Damage 7; Soak Value w. Threshold M/r Defense
Critical 2; Range (Medium); Accurate 1. 2 10 0 0
• Pocket plasma knife: Melee; Damage 8; Critical 2; Skills: Athletics 3 (llk),
Range (Engaged); Burn 1, Prepare 1, Sunder. Computers (Hacking) 2 (llk), Cool 4 (lllk),
• Sleeveless shirt, bandannas, silver crossed pistols on Knowledge (The Net) 2 (llk),
chain Skulduggery 4 (lllk), Streetwise 3 (lll),
Source: RMC #1
Vigilance 1 (l).
Adam Industrial Labor Bioroid (Minion) Talents:
• Distinctive Style: May add sshh to any Com-
4 3 2 1 1 1 puters (Hacking) check before rolling; hh trigger
Brawn Agility Intellect Cunning Willpower Presence
the I Know You! result in Table 3-2 on SotB page
Soak Value w. Threshold M/r Defense 130.
6 6 0 0 Abilities:
Skills: Athletics, Mechanics. • Burn It Down: This character adds aa to the re-
Talents: sults of checks they make targeting authority figures.
• None. Equipment:
Abilities: • Fletcher Pistol: Ranged (Light); Damage 4; Critical
2; Range (Medium); Pierce 2, Vicious 2.
• Bioroid: Does not need to breathe, eat, or drink; can
survive in vacuum and underwater; is immune to • Molotov Cocktail: Ranged (Light); Damage 7; Crit-
poisons and toxins; and cannot knowingly endanger ical 4; Range (Short); Blast 7, Burn 3.
humans. • 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) Talents:
• Adversary 1: Upgrade difficulty of all combat checks
5 4 3 3 1 1 against this target once.
Brawn Agility Intellect Cunning Willpower Presence • Natural: Once per session may reroll one Coercion
Soak Value w. Threshold S. Threshold M/r Defense
or Negotiation check.
10 25 15 0 0 Abilities:
• Full Weight of the Law: When making a Coercion
Skills: Brawl 4 (llllk), Coercion 5 (llllk),
check to inflict strain during a social encounter, in-
Coordination 2 (llkk), Discipline 3 (lkk),
flict 2 additional strain.
Gunnery 4 (llll), Survival 3 (lllkk),
Vigilance 3 (lkk). Equipment:
Talents: • Concealed Stun Baton: Melee; Damage 4; Critical
5; Range (Engaged); Disorient 3, Stun Damage.
• Adversary 2: Upgrade difficulty of all combat checks
against this target twice. • Legal PAD, expensive suit.
Source: SotB p. 228
• Grenadier: When making a combat check using a
weapon with the Blast quality; may spend one Story Bernice Mai (Nemesis)
Point to trigger Blast instead of spending a (even
if the attack misses); in addition, treats grenades as 2 2 3 3 3 2
having a range of medium. Brawn Agility Intellect Cunning Willpower Presence

Abilities: Soak Value w. Threshold S. Threshold M/r Defense


• Combat Bioroid: Does not need to breathe, eat, or 2 9 14 0 0
drink; can survive in vacuum and underwater; is Skills: Cool 4 (llkk),
immune to poisons and toxins. Computers (Hacking) 2 (llk),
• Enhanced Auto-Bracing: Using the Auto-fire quali- Computers (Sysops) 5 (lllkk),
ty does not increase the difficulty of combat checks; Knowledge (Society) 4 (lllk),
each time the Ares triggers and additional hit, it suf- Knowledge (The Net) 4 (llkk),
fers 1 strain. Perception 3 (lll), Streetwise 3 (lll),
Equipment: Vigilance 3 (lll).
• Integrated Rotary Cannon: Gunnery; Damage 10; Talents:
Critical 3; Range (Long); Auto-fire. • Nethunter: When this character successfully traces
or another charater during a Network encounter, they
• Integrated Heavy Gauss Rifle: Gunnery; Damage gain one additional trace.
10; Critical 2; Range (Extreme); Breach 1, Slow-fir- • Snare: Once per session, may spend an action and
ing 1. make a Hard (kkk) Computer (Sysops) check; if
• Integrated Micro-missile Launcher: Gunnery; successful, once before end of the current Network
Damage 12; Critical 4; Range (Long); Blast 10, Guid- encounter; the GM may spend a Story Point to force
ed 3, Limited Ammo 3. one character in the Network encounter to make a
• Armored Fist: Brawl; Damage 8; Critical 4; Range Daunting (kkkk) Vigilance check as an incidental;
(Engaged); Concussive 1, Knockdown, Sunder. if they fail, they are staggered until the end of their
Source: SotB p. 240 next turn, plus one additiona turn per hh.
Assistant District Attorney (Rival) Abilities:
• All Seeing Eye: If this character has access to a
2 1 3 3 2 3 server, increase the strength of all sentry ice on that
Brawn Agility Intellect Cunning Willpower Presence server by 2.
Soak Value w. Threshold M/r Defense • Datasniffers: May spend hhh or d from any
2 10 0 0 character's check to have this character learn their
present location.
Skills: Charm 2 (llk), Coercion 3 (llk),
Cool 2 (llk), Deception 1 (lkk), Equipment:
Knowledge (Society) 2 (llk), Melee 2 (ll), • High-end encrypted rig with voice and haptic con-
Negotiation 3 (lll), Perception 2 (llk). trols, business suit
Source: RMC #2

Adversaries anthology
34 GENESYS
Camdrone (Minion) Willpower instead of the normal skill and charac-
teristic.
1 3 1 1 1 1 • Psychic: As a maneuver may make and Average
Brawn Agility Intellect Cunning Willpower Presence (kk) Vigilance check to learn the surface thoughts
of all other characters in medium range.
Soak Value w. Threshold M/r Defense
• Nisei Line: As an action, may make a Hard (kkk)
1 2 0 2
Discipline check targeting one character within me-
Skills: Perception, Vigilance. dium range. If successful, this character learns the
Talents: target's Strength, Flaw, Fear, and Desire motivations
• None. and all current goals (in addition to other informa-
tion at the GM's discretion).
Abilities:
Equipment:
• Early Warning: Adds j to its operator's checks to
determine Initiative. • Synap Pistol: Ranged (Light); Damage 5; Critical 6;
Range (Short); Disorient 4, Stun 3, Stun Damage.
• Flyer: Can fly; see the Flying sidebar on page 100 of
the Genesys Core Rulebook. • Trenchcoat, NAPD badge, restraints.
Source: SotB p. 171
• Mechanical: Does not need to breathe, eat, or drink,
and can survive in vacuum and underwater; is im- Civic Brigadier (Minion)
mune to poisons and toxins.
• Silhouette 0. 3 2 2 2 2 2
Brawn Agility Intellect Cunning Willpower Presence
• Telepresence: Can operate independently, or can be
controlled directly by an operator via wireless link; Soak Value w. Threshold M/r Defense
if being controlled, the camdrone counts as having 3 4 0 0
ranks in any skill equal to the controller's ranks in
Skills: Athletics, Driving, Knowledge (Society), Me-
that skill.
chanics, Melee
Equipment:
Talents:
• None.
• None.
Source: SotB p. 233
Abilities:
Caprice Nisei (Nemesis) • Community Volunteer: May use Knowledge (So-
ciety) instead of Charm, Coercion, Or negotiation
2 3 4 2 5 4 during social interactions with undercity residents.
Brawn Agility Intellect Cunning Willpower Presence Equipment:
Soak Value w. Threshold S. Threshold M/r Defense • Titanium Shovel: Melee; Damage 5; Critical 4;
2 14 18 4 4 Range (Engaged); Stun 2.
• Hard Hat: +1 melee defense.
Skills: Computers (Sysops) 2 (llkk),
Deception 2 (ll), Discipline 4 (llllk), • PAD, toolkit
Source: SotB p. 218
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 op-
ponent's Flaw or Fear and inflicts strain on them us-
ing a social skill, the opponent suffers 3 additional
strain.
Abilities:
• Apparent Precognition: Once per encounter when
making a combat check, may use Discipline and

Adversaries anthology
GENESYS 35
Club Owner (Nemesis) Equipment:
• Light Fletcher: Ranged (Light); Damage 4; Critical
2 2 3 3 2 5 2; Range (Medium); Pierce 2.
Brawn Agility Intellect Cunning Willpower Presence
Source: SotB p. 233

Soak Value w. Threshold S. Threshold M/r Defense Combat Drone (Rival)


2 12 16 0 0
1 3 1 1 1 1
Skills: Charm 3 (lllkk), Cool 3 (lllkk),
Brawn Agility Intellect Cunning Willpower Presence
Deception 2 (llk), Knowledge (Society) 2 (llk),
Perception 3 (lllkk), Streetwise 3 (lll), Soak Value w. Threshold M/r Defense
Vigilance 2 (ll). 4 10 0 1
Talents: Skills: Coordination 1 (lkk), Perception 2 (lk),
• Clever Retort: Once per encounter, may add hh Ranged (Light) 1 (lkk), Vigilance 2 (lk).
to another character's social skill check.
Talents:
• Customer Service: Experience 3: After making a
Charm check, may suffer up to 3 strain to cancel an • None.
equal amount of h. Abilities:
Abilities: • Flyer: Can fly; see page 100.
• Threat of Ban: While in club owner's establishment, • Mechanical: Does not need to breathe, eat, or drink,
may spend h from checks targeting club owner to and can survive in vacuum and underwater; im-
have character making the check suffer 2 strain in- mune to poisons and toxins.
stead of 1. • Telepresence: Can operate independently, or can be
controlled directly by an operator via wireless link; if
Equipment:
being controlled, the combat drone counts as having
• Stun Baton: Melee; Damage 4; Critical 5; Range ranks in a skill equal to the controller’s ranks in that
(Engaged); Disorient 3, Stun Damage. skill.
• PAD, bouncers.
Source: SotB p. 219 Equipment:
• Rapid-fire Flechette Gun: Ranged (Light); Damage
Combat Drone (Minion) 4; Critical 2; Range (Medium); Auto-fire, Pierce 2,
Vicious 2.
1 3 1 1 1 1 Source: GCRB p. 178
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


3 5 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 im-
mune 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 hav-
ing ranks in any skill equal to the controller's ranks
in that skill.

Adversaries anthology
36 GENESYS
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 M/r Defense Soak Value w. Threshold M/r Defense
5 10 0 0 1 9 0 0
Skills: Charm 2 (ll), Computers (Sysops) 2 (llk), Skills: Computers (Sysops) 2 (llk),
Knowledge (Society) 2 (llk), Negotiation 2 (ll), Knowledge (The Net) 2 (llk), Mechanics 1 (lkk),
Perception 2 (ll), Vigilance 2 (ll). Perception 1 (lk), Vigilance 2 (ll).
Talents: Talents:
• None. • None.
Abilities: Abilities:
• Bioroid: Does not need to breathe, eat, or drink; can • Reinforce: As a maneuver, may increase the strength
survive in vacuum and underwater; is immune to of one active piece of ice by 1 until the end of the
poisons and toxins; and cannot knowingly endanger corporate sysop's next turn.
humans. Equipment:
• Office Drone: When this character makes a social • PAD, corporate ID, snacks.
skill check, they add ah to the result. Source: SotB p. 225
Equipment: Criminal Runner (Nemesis)
• Corporate PAD.
Source: SotB p. 236 2 3 3 4 2 2
Corporate Manager (Rival) Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense


2 2 3 2 2 3 2 14 16 0 0
Brawn Agility Intellect Cunning Willpower Presence
Skills: Computers (Hacking) 4 (lllk),
Soak Value w. Threshold M/r Defense Computers (Sysops) 2 (llk), Cool 3 (llk),
2 9 0 0 Deception 3 (lllk), Knowledge (The Net) 2 (llk),
Skills: Charm 1 (lkk), Computers (Sysops) 1 (lkk), Ranged (Light) 2 (llk), Skulduggery 3 (lllk),
Deception 2 (ll), Knowledge (Society) 1 (lkk), Streetwise 3 (lllk), Vigilance 2 (ll).
Leadership 3 (lll), Negotiation 2 (llk), Talents:
Perception 2 (ll). • Adversary 1: Upgrade difficulty of all combat checks
Talents: against this target once.
• None. • Distinctive Style: May add sshh to any Com-
Abilities: puters (Hacking) checks before rolling; hh triggers
the I Know You! option in Table 3-2 SotB page 130.
• Corporate Oversight: When performing the assist
maneuver, add shh to the result instead of add- Abilities:
ing j. • Direct Access: When jacking in from within the
Equipment: same building as the target server, automatically suc-
ceeds when making an access system check.
• Smartsuit, PAD
Source: SotB p. 224 Equipment:
• Submachine Gun: Ranged (Light); Damage 5; Crit-
ical 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) Knockdown, Stun Damage.
• Stun Baton: Melee; Damage 5; Critical 5; Range
3 2 1 3 1 2 (Engaged); Disorient 3, Stun Damage.
Brawn Agility Intellect Cunning Willpower Presence • Concealed Buckyweave Clothing: 1 defense, +1
Soak Value w. Threshold M/r Defense
soak.
4 8 0 0 • Sub-dermal armor, enhanced reflexes, cybernetic
lungs, 2 snap locks, PAD full of warrants.
Skills: Athletics 2 (llk), Brawl 2 (llk), Source: SotB p. 230
Perception 2 (llk), Vigilance 2 (lk).
Desai Tutor Clone (Nemesis)
Talents:
• None. 2 2 4 2 3 2
Abilities: Brawn Agility Intellect Cunning Willpower Presence

• Cybereyes: May see in infrared and may remove up Soak Value w. Threshold S. Threshold M/r Defense
to jj added to this character's check due to dark- 2 12 16 0 0
ness.
Skills: Charm 3 (llk), Coordination 2 (ll),
• Silhouette 0. Discipline 3 (lll), Knowledge (Science) 3 (lllk),
• Takedown: As an action, may make an Average Knowledge (Society) 3 (lllk), Leadership 3 (llk),
(kk) Athletics check targeting one engaged oppo- Medicine 3 (lllk).
nent; if successful, target is knocked prone, suffers 4
Talents:
strain, and may not stand from prone during their
next turn. • Adversary 1: Upgrade difficulty of all combat checks
against this target once.
Equipment:
Abilities:
• Electrified Metal Jaws: Brawl; Damage 6; Critical 3;
Range (Engaged); Stun 4. • Expert Instruction: When this character performs
Source: SotB p. 226 the assist maneuver, upgrade the ability of the check
once instead of adding j.
Cybermod Bounty Hunter (Nemesis)
Equipment:
3 2 2 4 2 1 • Bonsai tree, instructor's holodisplay with full suite
Brawn Agility Intellect Cunning Willpower Presence of lessons.
Source: ADS #8
Soak Value w. Threshold S. Threshold M/r Defense
5 16 11 1 1 Diesel Bro (Minion)
Skills: Athletics 4 (lllk), Cool 2 (lk), 3 2 1 2 1 2
Coordination 1 (lk), Deception 3 (lllk), Brawn Agility Intellect Cunning Willpower Presence
Melee 3 (lll), Ranged (Heavy) 4 (llkk),
Perception 3 (lllk), Streetwise 3 (lllk), Soak Value w. Threshold M/r Defense
Stealth 3 (llk), Vigilance 2 (ll). 3 6 0 0
Talents: Skills: Athletics, Brawl, Coercion, Melee.
• Adversary 1: Upgrade difficulty of all combat checks Talents:
against this target once. • Berserk: As an incidental, until the end of the en-
• Hamstring Shot: Once per round, may perform a counter, may add saa to all melee combat
ranged combat check against one non-vehicle target checks, but cannot make Ranged attacks; enemies
within range; on a success, halve the damage inflict- add s to all combat checks targeting a diesel bro or
ed (before applying soak); the target is immobilized group; when this talent is used, suffer 6 strain at end
until the end of its next turn. of encounter.
Abilities: Abilities:
• None. • None.
Equipment: Equipment:
• Shotgun Loaded with Stun Rounds: Ranged • Baseball bat: Melee; Damage 5; Critical 3; Range
(Heavy); Damage 8; Critical 3; Range (Short); (Engaged); Disorient 2.
• Diesel can, PAD
Source: SotB p. 219

Adversaries anthology
38 GENESYS
Disenfrancisto (Minion) Perception 3 (lllkk), Streetwise 3 (lllkk).
Talents:
2 2 2 3 2 1 • Second Wind 4: Once per encounter, this character
Brawn Agility Intellect Cunning Willpower Presence may heal 4 strain as an incidental.
Soak Value w. Threshold M/r Defense Abilities:
2 5 1 1 • Better to Be Feared: May spend hh from an op-
Skills: Melee, Resilience, Streetwise, Survival, Vigilance ponent's check to give that opponent the Fear (Eliz-
abeth Mills) Motivation until the end of the session
Talents:
in addition to their other motivations. This charac-
• None. ter always knows when other characters have the
Abilities: Fear (Elizabeth Mills) Motivation.
• None. • That's a Nice Home You Have There: Once per
Equipment: encounter, may make an opposed Coercion versus
Vigilance check targeting one other character in the
• Utility Knife: Melee; Damage 3; Critical 4; Range
current encounter; if successful, the target suffers 2
(Engaged).
strain per s; may spend aa to affect one addi-
• Backpack of personal goods. tional character in the current encounter and have
Source: SotB p. 219
them suffer and equal amount of strain, and spend
Disenfrancisto Survivalist (Rival) t to stagger one affected target until the end of this
character's next turn.
3 2 2 3 3 2 Equipment:
Brawn Agility Intellect Cunning Willpower Presence
• Smart business suit, PAD loaded with contact infor-
Soak Value w. Threshold M/r Defense mation for "freelance contractors".
3 12 1 1 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, flash-
light
Source: SotB p. 220

Elizabeth Mills (Nemesis)


2 2 3 5 4 2
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense


2 12 14 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) • Encrypted suit rig with BMI with Corroder (SotB p.
136) and Crypsis (SotB p 137)-protected by Archer
2 2 3 2 3 2 (SotB p. 134) and Ice Wall (SotB p. 134).
Source: SotB p. 230
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Exosuit Trooper (Rival)


2 11 1 1
4 3 2 2 2 2
Skills: Athletics 1 (lk), Brawn Agility Intellect Cunning Willpower Presence
Knowledge (Science) 2 (llk), Medicine 3 (lll),
Soak Value w. Threshold M/r Defense
Perception 1 (lk), Piloting 3 (llk).
6 16 1 1
Talents:
• Combat Medicine 2: Before making a Medicine Skills: Athletics 2 (llkk), Brawl 2 (llkk),
check, may use this talent to add ss to the results; Discipline 1 (lk), Ranged Heavy 2 (llk),
after this check is resolved, the target suffers 4 strain. Ranged (Light) 2 (llk), Vigilance 1 (lk).
Abilities: Talents:
• None. • None.
Equipment: Abilities:
• Synap Pistol: Ranged (Light); Damage 5; Critical 6; • None.
Range (Short); Disorient 4, Stun 3, Stun Damage.
Equipment:
• Medkit, medical scanner PAD, 2 slap-patches.
• Portable Laser Cannon: Ranged (Heavy); Damage
Source: SotB p. 228
10; Critical 3; Range (Long); Accurate 1, Burn 1,
EWS Raider (Nemesis) Cumbersome 4.
• Laser Pistol: Ranged (Light); Damage 6; Critical 3;
3 3 4 3 3 2 Range (Short); Accurate 1, Burn 1.
Brawn Agility Intellect Cunning Willpower Presence
• Exosuit Fists: Brawl; Damage 6; Critical 4; Range
Soak Value w. Threshold S. Threshold M/r Defense (Engaged); Disorient 3, Knockdown.
5 16 18 2 2 • Exosuit: +1 defense, +2 soak, +1 Brawn, +4 wound
Skills: Computers (Hacking) 3 (lllk), threshold; allows wearer to operate underwater and
Computers (Sysops) 3 (lllk), Gunnery 2 (llk), in vacuum for up to 1 hour.
Source: GCRB p. 178
Knowledge (The Net) 3 (lllk),
Perception 2 (llk), Piloting 2 (llk), Field Anchor (Rival)
Ranged (Light) 2 (llk), Stealth 2 (llk),
Survival 2 (llk). 2 2 2 3 1 3
Brawn Agility Intellect Cunning Willpower Presence
Talents:
• Adversary 2: Upgrade difficulty of all combat checks Soak Value w. Threshold M/r Defense
against this target twice. 2 11 0 0
• Drone Master: This character may control up to Skills: Charm 3 (lll), Coercion 2 (lk),
two drone rivals or a minion group of four drone Cool 4 (lllk), Deception 2 (llk),
minions; may spend a maneuver to allow each rival Knowledge (Society) 2 (ll), Vigilance 3 (lkk).
or minion group under their control to perform an
action and a maneuver during this character's turn. Talents:
• Clever Retort: Once per encounter as an out-of-
Abilities: turn incidental, may add hh to a target's social
• Pit Trap Programs: May make an opposed Com- skill check.
puters (Hacking) versus Computers (Sysops) check
targeting another user on a system; if successful, Abilities:
that user is staggered for one round per s. • Leading Question: Once per encounter, may spend
a Story Point to learn one Motivation of any one oth-
Equipment: er character in the encounter.
• Laser Pistol: Ranged (Light); Damage 6; Critical 3;
Range (Short); Accurate 1, Burn 1. Equipment:
• Skin Suit: 2 defense, +2 soak, +2 wound threshold. • Light "Bulletproof " Undervest: +1 soak
• Up to four drones of various types • Camdrone, PAD, satellite uplink system, cheap and
stain-resistant suit.
Source: SotB p. 225

Adversaries anthology
40 GENESYS
Floyd 2X3A7C (Nemesis) reduced.
• Lucky Strike: After making a successful combat
4 2 4 2 3 2 check, may spend a Story Point to add 4 damage to
Brawn Agility Intellect Cunning Willpower Presence one hit
Soak Value w. Threshold S. Threshold M/r Defense Abilities:
5 18 14 1 0 • Direct Access: When jacking in from within the
same building as the target server, automatically
Skills: Charm 2 (ll), Computers (Sysops) 2 (llkk),
succeeds when making an access system check.
Knowledge (Science) 2 (llkk), Negotiation 2 (ll),
• Contingency Plan: During any encounter this
Perception 3 (llk), Ranged (Light) 4 (llkk),
character or allies may spend a Story Point when
Streetwise 2 (llkk), Vigilance 2 (llk).
an opponent would learn their location or identity
Talents: instead.
• Adversary 2: Upgrade difficulty of all combat checks
Equipment:
against this target twice.
• Laser Pistol: Ranged (Light); Damage 6; Critical 3;
• Good Cop 2: May spend aa from a Charm or
Range (Short); Accurate 1, Burn 1.
Negotiation check to upgrade the ability of a single
• Reinforced Suit: +1 soak
ally's subsequent social check targeting the same
character twice. • Cybernetic arm, cybernetic eye
• Desperado custom rig with Battering Ram, Femme
Abilities:
Fatale, and Remore (pages 136-138 SotB)-may
• Bioroid: Does not need to breathe, eat, or drink; can spend a Story Point to disconnect from any system
survive in vacuum and underwater; is immune to as an out-of-turn incidental.
poisons and toxins; and cannot knowingly endanger Source: RMC #7
humans.
• Non-Lethal Apprehension: Only needs to spend a
G-Mod Bodyguard (Rival)
to trigger Disorient, Knockdown, and Stun quali-
ties.
3 3 2 1 1 3
Brawn Agility Intellect Cunning Willpower Presence
Equipment:
Soak Value w. Threshold M/r Defense
• Synap Pistol: Ranged (Light); Damage 5; Critical 6;
Range (Short); Disorient 4, Stun 3, Stun Damage.
4 14 0 0
• Badge, rosary Skills: Brawl 2 (llk), Cool 2 (llk),
Source: SotB p. 153 Medicine 1 (lk), Piloting 2 (llk),
Ranged (Light) 2 (llk), Vigilance 3 (lkk).
Gabriel "El Lobo" Santiago (Nemesis)
Talents:
4 2 2 4 4 3 • Body Guard 1: Once per round, may perform the
Brawn Agility Intellect Cunning Willpower Presence Body Guard maneuver to guard an engaged target;
Soak Value w. Threshold S. Threshold M/r Defense suffer 1 strain to upgrade the difficulty of all combat
checks targeting that character once until the end of
5 16 13 0 0
this character's next turn.
Skills: Athletics 2 (llkk), Brawl 2 (llkk),
Abilities:
Charm 4 (lllk),
Computers (Hacking) 3 (llk), • Enhanced Strength: May suffer 1 strain to add s to
Deception 5 (llllk), Athletics or Brawl checks.
Knowledge (Society) 1 (lk), Perception 3 (lllk), Equipment:
Ranged (Light) 3 (llk), Streetwise 5 (llllk), • Synap Pistol: Ranged (Light); Damage 5; Critical 6;
Vigilance 1 (lllk). Range (Short); Disorient 4, Stun 3, Stun Damage.
Talents: • Stun-knuckles: Brawl; Damage 4; Critical 4; Range
• Adversary 2: Upgrade difficulty of all combat checks (Engaged); Stun 3.
against this target twice. • Concealed Light Armor Weave: +1 soak.
• Laugh It Off: When this character is targeted by a • Sunglasses with HUD, 1 slap-patch.
social skill check, they may spend hhh or d to Source: SotB p. 231
reduce any strain the check inflicts by 5, then cause
their opponent to suffer strain equal to the amount

Adversaries anthology
GENESYS 41
G-Modstrocity (Nemesis) Abilities:
• None
5 2 1 4 1 1 Equipment:
Brawn Agility Intellect Cunning Willpower Presence • Custom computer terminal, energy drinks.
Soak Value w. Threshold S. Threshold M/r Defense Source: GCRB p. 178
7 25 15 0 0 Hellion (Rival)
Skills: Brawl 1 (lkkkk), Vigilance 2 (lk).
1 4 1 3 1 1
Talents:
Brawn Agility Intellect Cunning Willpower Presence
• Adversary 2: Upgrade difficulty of all combat checks
against this target twice. Soak Value w. Threshold M/r Defense
• Indomitable: Once per encounter when incapac- 3 9 2 2
itated, may spend a Story Point to use this talent; Skills: Brawl 3 (lkk), Cool 4 (lkkk),
then, this character is no longer incapacitated (and Coordination 2 (llkk), Perception 2 (llk),
cannot become incapacitate) until the end of their Stealth 5 (llllk), Vigilance 4 (lkkk).
next turn.
Talents:
Abilities: • None.
• Bone-Chilling Roar: Once per encounter, may suf-
Abilities:
fer 3 strain and spend a maneuver to force all other
• Mechanical: Does not need to breathe, eat, or drink,
character within long range (or within earshot) to
and can survive in vacuum and underwater; im-
make a Daunting (kkkk) Discipline check as an
mune to poisons and toxins.
out-of-turn incidental. If they fail, they must use
their maneuver to maove farther away; if they fail • Impressively Flexible: May spend a Story Point to
with h, they must also downgrade their action to gain access to a formerly secure room or other lo-
an additional maneuver to move even farther away. cation through a previously unnoticed vent shaft,
If you're using the fear rules found on page 243 of slightly open window, or similar entry point.
the Genesys Core Rulebook, this can be a fear check • Catlike: May make a maneuver to move normally
instead. up and down vertical surfaces, across ropes, and
over otherwise impassable structures.
Equipment:
• Silhouette 0.
• Distended Jaws And Oversized Claws: Brawl;
Damage 12; Critical 4; Range (Engaged); Ensare, Equipment:
Sunder. • Titanium claw: Brawl; Damage 3; Critical 2; Range
Source: SotB p. 227 (Engaged); Pierce 3, Sunder.
Source: SotB p. 240
Hacker (Nemesis)
Henry Labor Clone (Minion)
1 1 4 3 2 2
Brawn Agility Intellect Cunning Willpower Presence 4 2 2 2 1 1
Brawn Agility Intellect Cunning Willpower Presence
Soak Value w. Threshold S. Threshold M/r Defense
1 11 16 0 0 Soak Value w. Threshold M/r Defense
5 7 0 0
Skills: Cool 3 (llk), Computers 2 (llkk), Skills: Athletics, Mechanics, Resilience.
Mechanics 1 (lkkk), Piloting 2 (lk).
Talents:
Talents:
• None.
• Adversary 1: Upgrade difficulty of all combat checks
against this target once. Abilities:
• Defensive Sysops: When defending a computer sys- • Air Filter Implant: Immune to inhaled poisons and
tem against intrusion, add jj to opponents’ checks. toxins.
• Distinctive Style: Before making a Computers check Equipment:
to hack a system, use this talent to add sshh to • Durable Clothing: +1 Soak.
the results. Source: ADS #11

Adversaries anthology
42 GENESYS
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 M/r Defense Soak Value w. Threshold M/r Defense
3 5 0 0 4 15 0 1
Skills: Coercion, Melee, Vigilance. Skills: Coordination 1 (lk), Perception 2 (lk),
Talents: Gunnery 1 (lk), Vigilance 2 (lk).
• None. Talents:
Abilities: • None.
• Mob Mentality: Add j to all checks this character Abilities:
makes if part of a group of three or more minions. • Flyer: Can fly; see the Flying sidebar on page 100 of
Equipment: the Genesys Core Rulebook.
• Sledgehammer: Melee; Damage 6; Critical 4; Range • Mechanical: Does not need to breathe, eat, or drink,
(Engaged); Knockdown. and can survive in vacuum and underwater; is im-
mune to poisons and toxins.
• Durable clothing: +1 soak.
Source: SotB p. 237 • Telepresence: Can operate independently, or can be
controlled directly by an operator via wireless link;
Humanity Labor Rep (Rival) if being controlled, the camdrone counts as having
ranks in any skill equal to the controller's ranks in
2 2 2 3 1 3 that skill.
Brawn Agility Intellect Cunning Willpower Presence
Equipment:
Soak Value w. Threshold M/r Defense
• Light Machine Gun: Gunnery; Damage 10; Critical
2 12 0 0 3; Range (Long); Auto-fire.
Skills: Charm 2 (llk), Coercion 2 (lk), • Micro-missile pod: Gunnery; Damage 12; Critical
Negotiation 2 (llk), Streetwise 2 (llk). 4; Range (Long); Blast 10, Guided 3, Limited Ammo
Talents: 6.
• Scathing Tirade: Use this talent to make an Aver- or
age (kk) Coercion check; for each s, one opponent • Armor-piercing Missiles: Gunnery; Damage 20;
within short range suffers 1 strain; for each a, one Critical 2; Range (Extreme); Breach 2, Guided 4,
affected opponent suffers 1 additional strain. Limited Ammo 2.
Source: SotB p. 234
Abilities:
• Rile Them Up: Once per encounter, may make an
Average (kk) Charm check targeting a group of by-
standers 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 Ex-
tremist; 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.
Equipment:
• PAD.
Source: SotB p. 237

Adversaries anthology
GENESYS 43
Hyperrat Swarm (Rival) Abilities:
• Personalized Icebreaker Suit: Always considered to
1 3 1 2 1 1 have a strength 4 icebreaker that can affect barriers,
Brawn Agility Intellect Cunning Willpower Presence sentries, and code gates. If break ice action fails, may
spend aaaa or t to not suffer any effects of
Soak Value w. Threshold M/r Defense
failing to break ice.
1 30 1 1
Equipment:
Skills: Brawl 3 (lkk), Coordination 2 (llk),
• Pistol: Ranged (Light); Damage 6, Critical 3; Range
Stealth 1 (lkk), Resilience 3 (lkk),
(Medium).
Survival 3 (llk).
• Reinforced Uniform: +1 soak.
Talents: • PAD, customized cyber rig, NAPD badge
• None. Source: SotB p. 175
Abilities: Jackson Howard (Nemesis)
• Swarm: Halve the damage dealt to this character be-
fore applying soak, unless the weapon has the Blast 2 2 3 2 3 5
or Burn quality (regardless of whether the quality is Brawn Agility Intellect Cunning Willpower Presence
activated).
Soak Value w. Threshold S. Threshold M/r Defense
• They're All Over Me!: Enemies who start their turn 5 10 19 0 0
engaged with this character lose their free maneu-
ver. Skills: Charm 5 (lllll), Cool 4 (llllk),
Equipment: Knowledge (Society) 3 (lll),
• Bite: Brawl; Damage 3; Critical 4; Range (Engaged); Leadership 3 (lllkk), Negotiation 4 (llllk),
Knockdown, Vicious 2, gains Pierce 2 against prone Vigilance 2 (llk).
targets. Talents:
Source: SotB p. 227
• Laugh It Off: When this character is targeted by a
Inez Delgado (Nemesis) social skill check, they may spend hhh or d to
reduce any strain the check inflicts by 5, then cause
3 2 4 4 2 2 their opponent to suffer strain equal to the amount
Brawn Agility Intellect Cunning Willpower Presence reduced.
Soak Value w. Threshold S. Threshold M/r Defense Abilities:
4 15 16 0 0 • Flattery Gets You Everywhere: If t his character
Skills: Athletics 1 (lkk), knows an opponent's Strength Motivation, when
Computers (Hacking) 3 (lllk), this character inflicts strain on the opponent, the
Computers (Sysops) 3 (lllk), opponent suffers 3 additional strain.
Deception 2 (llkk), • Nice Guy: After targeting this character with a Co-
Knowledge (The Net) 3 (lllk), ercion or Deception check, if the check generated
Knowledge (Society) 3 (lllk), uncancelled h, double the amount of h generated.
Perception 2 (llkk), Ranged (Light) 2 (ll), Equipment:
Skulduggery 2 (llkk), Streetwise 3 (lllk), • Colorful but tasteful suit, wrist-PAD with link to
Vigilance 2 (ll). NBN mainframe, prototype smart toy, perfect white
Talents: teeth.
Source: RMC #9
• Adversary 1: Upgrade difficulty of all combat checks
against this target once.
• Determined Hunter: After successfully tracing an-
other character during a Network encounter, gains
one additional trace..
• Improved Defensive Sysops: When defending a
computer system against intrusion, add fh to op-
ponents' checks.

Adversaries anthology
44 GENESYS
Ji "Noise" Reilly (Nemesis) Piloting 4 (llll), Stealth 1 (lkkk),
Streetwise 2 (llk), Vigilance 2 (llk).
2 2 4 3 1 2 Talents:
Brawn Agility Intellect Cunning Willpower Presence • Adversary 1: Upgrade difficulty of all combat checks
Soak Value w. Threshold S. Threshold M/r Defense against this target once.
2 13 13 0 0 • Determined Driver: When driving or piloting a ve-
hicle, may spend a Story Point to have the vehicle
Skills: Computers (Hacking) 4 (llll), heal 4 system strain.
Computers (Sysops) 1 (lkkk), Cool 2 (ll), • Offensive Driving: When driving or piloting, may
Deception 3 (lll), Operating 2 (llkk), make an opposed Driving or Piloting versus Driv-
Resilience 3 (llk). ing or Piloting check versus the driver or pilot of
Talents: one other vehicle in medium range. If successful,
• Burn Through: After making a successful check to roll two Critical Hit results, choose one to apply to
override a piece of ice, may suffer 3 strain to attempt this character's vehicle and one to the target vehi-
to override a second piece of ice on the same system cle. t adds +20 to one result, d adds +20 to both
as an incidental. results.
• Net Warrior: When using a BMI, may make an Abilities:
opposed Computers (Hacking) versus Computers • Max Throttle: When piloting or driving a vehicle,
(Sysops) check targeting one character accessing the its max speed is increased by 1.
system; the target suffers 1 strain per s, and if they
Equipment:
are uising a BMI, they also suffer 1 swound per s.
• Flight suit, leather jacket, custom hopper (use lux-
Abilities: ury hopper profile (page 113 SotB) with encum-
• Causing Chaos: During a Network encounter, may brance capacity 40, hopperbike.
spend an action to make a Hard (kkk) Knowledge Source: SotB p. 184
(The Net) check; if successful, opponents must up- Liberty Society Rep (Rival)
grade the difficulty of checks made on the system for
the rest of the encounter twice, and allies must up- 1 1 3 3 2 3
grade the difficulty of checks made on the system for
Brawn Agility Intellect Cunning Willpower Presence
the rest of the encounter once.
• Boosted Intellect: May suffer 1 strain to add s to Soak Value w. Threshold M/r Defense
any Intellect-based check. 1 9 0 0
• Virus Suite: When performing the burn system ac- Skills: Charm 2 (llk), Cool 1 (lkk),
tion, reduce difficulty of check by 2, and damage the Knowledge (Science) 2 (llk),
system one additional step for every additional s Knowledge (Society) 3 (lll), Negotiation 3 (lll),
(instead of ss). Streetwise 1 (lkk).
Equipment: Talents:
• Light Pistol: Ranged (Light); Damage 5; Critical 4; • Clever Retort: Once per encounter as an out-of-
Range (Short). turn incidental, may add hh to a target's social
• Turntable portable console with Corroder and Yog.0 skill check.
(pages 136-138 of SotB)-protected by Archer and Ice Abilities:
Wall (page 134 of SotB).
• None.
Source: RMC #10
Equipment:
Kati Jones (Nemesis) • Legal PAD.
2 4 2 3 3 2 Source: SotB p. 238

Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense


2 12 14 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 M/r Defense Soak Value w. Threshold S. Threshold M/r Defense
2 12 20 0 0 4 18 14 0 0
Skills: Charm 4 (llll), Cool 3 (lllk), Skills: Athletics 2 (llk), Brawl 4 (lllk),
Deception 2 (llk), Knowledge (Society) 3 (lll), Coercion 4 (llll), Cool 2 (ll),
Leadership 1 (lkkk), Perception 3 (lll), Discipline 4 (llll),
Streetwise 2 (llk), Vigilance 3 (llk). Knowledge (Society) 3 (llk), Leadership 3 (llk),
Talents: Perception 2 (llkk), Ranged (Heavy) 4 (lllk),
Ranged (Light) 4 (lllk), Resilience 2 (llk),
• Adversary 1: Upgrade difficulty of all combat checks
Streetwise 5 (llllk), Vigilance 2 (llkk).
against this target once.
• Probing Question: If this character knows her op- Talents:
ponent's Flaw or Fear and inflicts strain on them us- • Adversary 3: Upgrade difficulty of all combat checks
ing a social skill, the opponent suffers 3 additional against this target three times.
strain. • Deadeye: After inflicting a Critical Injury and roll-
• Ruinous Repartee: Once per encounter, may make ing the result, may suffer 2 strain to select any Criti-
an opposed Charm versus Discipline check target- cal Injury of the same severity to apply to the target
ing one opponent within earshot. If successful, op- instead.
ponent suffers 8 strain plus 1 per s and this charac- Abilities:
ter heals an equal amount of strain. • Los Scorpiones Boss: May spend a maneuver to
Abilities: direct all Los Scorpiones scharacter in the current
• Famous: Once per encounter, may spend a Story encounter; each may immediately perform a free
Point to force one opponent with earshot to make maneuver or add s to the results of their next check.
a Hard (kkk) Discipline check as an out-of-turn • Extreme G-modded Physique: Before making an
incidental. If they fail they must fulfill one of this Athletics, Brawl, Melee, or Resilience check, may
character's requests, such as let them past a check- suffer 1 strain to add ss to the results.
point, stop attacking them, etc. Equipment:
Equipment: • Skorpios Stalker V Pistol: Ranged (Light); Damage
• Monocam eyepiece, sharp outfit, and sardonic de- 4; Critical 2; Range (Medium); Guided 2, Pierce 4,
meanor Vicious 2.
Source: SotB p. 165 • Skorpios Stalker V Rifle: Ranged (Heavy); Damage
4; Critical 2; Range (Extreme); Guided 3, Pierce 4,
Vicious 2.
• 4 Monofilament grenades: Ranged (Light); Dam-
age 7; Critical 3; Range (Short); Blast 7, Limited
Ammo 1, Vicious 2.
• G-modded fists and feet: Brawl: Damage 5; Crit-
ical 3; Range (Engaged); Disorient 1, Knockdown,
Sunder.
• Trenchcoat with hidden pockets and holsters: +1
soak.
• Cocktail dress.
Source: UC

Adversaries anthology
46 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 M/r Defense Soak Value w. Threshold M/r Defense
1 9 0 0 5 8 0 0
Skills: Cool 2 (llk), Leadership 3 (lll), Skills: Athletics 3 (lkk), Mechanics 3 (lkk).
Perception 2 (llk), Ranged (Heavy)2 (lk), Talents:
Skulduggery 1 (lkk).
• None.
Talents:
Abilities:
• Inspiring Rhetoric: May make an Average (kk)
• Mechanical: Does not need to breathe, eat, or drink,
Leadership check as an action; for each s the check
and can survive in vacuum and underwater; is im-
generates, one ally within short range heals 1 strain;
mune to poisons and toxins.
for each a, one ally benefiting from Inspiring Rhet-
oric heals 1 additional strain. Equipment:
Abilities: • Manipulator Arms: Brawl; Damage 4; Critical 6;
Range (Engaged); Inaccurate 1.
• None.
• Integrated construction and repair tools.
Equipment: Source: SotB p. 234
• Scavenged Industrial Laser Rifle: Ranged (Heavy);
Damage 8; Critical 3; Range (Medium); Burn 1, In-
Melange Overseer (Rival)
ferior. 4 2 2 2 2 1
• Armored Space Suit: +2 soak. Brawn Agility Intellect Cunning Willpower Presence
Source: SotB p. 238
Soak Value w. Threshold M/r Defense
Los Scorpiones Cascares (Minion) 6 12 0 0
3 2 2 2 2 1 Skills: Brawl 2 (llkk), Coercion 3 (llk),
Brawn Agility Intellect Cunning Willpower Presence Driving 2 (ll), Knowledge (Science) 1 (lk),
Leadership 3 (lkk), Mechanics 2 (ll),
Soak Value w. Threshold M/r Defense
Perception 2 (ll), Ranged (Light) 1 (lk).
4 7 0 0
Talents:
Skills: Coercion Melee, Ranged (Light), Streetwise,
• Adversary 1: Upgrade difficulty of all combat checks
Vigilance.
against this target once.
Talents:
Abilities:
• None.
• Lunar Off-Roading: Add jj to any Driving or
Abilities: Survival checks made on the lunar surface.
• None. Equipment:
Equipment: • Retrofitted strength-augmenting gauntlet: Brawl;
• Armor-piercing Submachine Gun: Ranged (Light); Damage 7; Critical 4; Range (Engaged); Concussive
Damage 5; Critical 3; Ranged (Medium); Auto-fire, 1, Knockdown.
Pierce 2. • Laser Pistol: Ranged (Light); Damage 6; Critical 3;
• Machete: Melee; Damage 6; Critical 3; Range (En- Range (Short); Accurate 1, Burn 1.
gaged); Vicious 1. • Reinforced Mining Space Suit: +2 soak
• Aviator glasses. • Lunar megarover, PAD
Source: SotB p. 222 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 M/r Defense Soak Value w. Threshold S. Threshold M/r Defense
2 12 18 0 0 6 16 14 0 0
Skills: Charm 3 (lllkk), Cool 3 (lllkk), De- Skills: Athletics 1 (lkkk), Cool 1 (lk),
ception 4 (lllk), Discipline 2 (llkk), Melee 3 (lllk), Ranged (Heavy) 3 (lllk),
Leadership 4 (llllk), Negotiation 4 (llllk), Ranged (Light) 2 (llkk), Stealth 2 (llkk),
Perception 3 (lll), Vigilance 3 (lllk). Survival 3 (lll), Vigilance 3 (lll).
Talents: Talents:
• Adversary 1: Upgrade difficulty of all combat checks • Adversary 2: Upgrade difficulty of all combat checks
against this target once. against this target twice.
• Proper Upbringing 2: When making a social skill • Quick Draw: Once per round on this character's
check in the company of fellow corporate employ- turn, may draw or holster an easily accessible weap-
ees, may suffer 2 strain to add aa to the check. on or item as an incidental.
Abilities: • Rapid Reaction 2: Suffer up to 2 strain to add an
• Let's Make a Deal: If this character knows an op- equal number of s to Vigilance or Cool checks
ponent's Desire Motivation, when this character in- made to determine Initiative order.
flicts strain on the opponent, the opponent suffers 4 Abilities:
additional strain. • None.
• Ominous Reputation: When an opponent targets Equipment:
this character with a check, the opponent suffers 2
• Bullpup carbine: Ranged (Heavy); Damage 7; Criti-
strain.
cal 3; Range (Medium); Accurate 1, Auto-fire.
Equipment: • 2 Monofilament Grenades: Ranged (Light); Dam-
• Expensive suit with built-in PAD, credstick with un- age 7; Critical 3; Range (Short); Blast 7, Limited
lmited funds, teacup giraffe, personal assistant. Ammo 1, Vicious 1.
Source: SotB p. 226 • Custom Combat Knife: Melee; Damage 6; Critical
2; Range (Engaged); Vicious 2.
• Light Body Armor: +2 soak.
Source: SotB p. 231

Adversaries anthology
48 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 M/r Defense Soak Value w. Threshold S. Threshold M/r Defense
4 14 18 0 0 3 16 16 1 1
Skills: Charm 5 (llllk), Cool 1 (lkkk),
Skills: Coordination 3 (lllk), Cool 5 (lllkk),
Deception 4 (lllk), Leadership 3 (lllk),
Deception 4 (llllk), Melee 2 (ll),
Negotiation 4 (llll), Perception 1 (lkkk),
Ranged (Light) 4 (llll),
Ranged (Light) 2 (ll), Streetwise 2 (llk),
Skulduggery 4 (llllk), Stealth 5 (llllk),
Vigilance 1 (lkkk).
Vigilance 1 (lkkk).
Talents:
Talents:
• Adversary 1: Upgrade difficulty of all combat checks
• Adversary 2: Upgrade difficulty of all combat checks
against this target three once.
against this target twice.
• Laugh It Off: When this character is targeted by a
• Unremarkable: Other characters add f to any
social skill check, they may spend hhh or d to
checks made to find or identify this character in a
reduce any strain the check inflicts by 5, then cause
crowd
their opponent to suffer strain equal to the amount
reduced. Abilities:
Abilities: • And Just Like That...: May spend hhh or d
from checks made by enemy characters in the cur-
• Fallen Figure of Faith: When making a social skill
rent encounter to hide of blend into the crowd; en-
check to inflict strain, inflicts 2 additional strain,
emies must make a successful opposed Perception
unless target knows this character's Fear or Flaw
or Vigilance versus Stealth check to locate this char-
motivations.
acter until she makes a combat check or otherwise
Equipment: reveals herself.
• Snub Pistol: Ranged (Light); Damage 6; Critical 3; • Quiet Killer: May use Stealth instead of Melee or
Range (Short); Inaccurate 1. Brawl when making combat checks against unaware
• Priest's robes, rosary, silver case of Lo-Fi capsules, targets.
personal Bible with snub-pistol-shaped hollow
Equipment:
space inside.
Source: UC
• Fletcher pistol with razor ammo: Ranged (Light);
Damage 4; Critical 2; Range (Medium); Pierce 4, Vi-
cious 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 M/r Defense Soak Value w. Threshold S. Threshold M/r Defense
2 14 14 0 0 4 15 15 0 0
Skills: Charm 3 (lllk), Coercion 4 (llll), Skills: Athletics 3 (lll), Coercion 4 (lllk),
Cool 3 (lllk), Discipline 3 (lllk), Discipline 3 (lll), Melee 4 (lllk),
Knowledge (Society) 4 (lllk), Perception 3 (lll), Driving 3 (llk),
Leadership 4 (llll), Negotiation 5 (llllk), Ranged (Light) 5 (llkkk),
Perception 3 (lll), Streetwise 4 (lllk), Ranged (Heavy) 5 (llkkk),
Vigilance 3 (lllk). Skulduggery 4 (lllk), Stealth 4 (llkk),
Talents: Streetwise 4 (lllk), Vigilance 3 (lll).
• Adversary 2: Upgrade difficulty of all combat checks Talents:
against this target twice. • Adversary 3: Upgrade difficulty of all combat checks
• Improved Field Commander: May make an Aver- against this target three times.
age (kk) Leadership check as an action; if success- • Dual Wielder: Once per round this character may
ful, up to 8 allies may immediately suffer 1 strain spend a maneuver to decrease the difficulty of the
to perform one maneuver out of turn; spend t to next combined combat check they make by one.
allow one ally to spend 1 strain to perform an action • Quick Draw: Once per round, this character may
instead. draw or holster a weapon or item as an incidental.
Abilities: Abilities:
• ...They Pull You Back In: After calling in a favor, • Cold Killer: Once per encounter when this charac-
this character may make an opposed Coercion ver- ter incapacitates a target, they may force all allies of
sus Discipline check; if successful the target still the target to make an Average (kk) Discipline check
owes this character a favor; t means the target now as an out-of-turn incidental. If they fail, they lose
owes a favor of one magnitude great than before. their free maneuver during their next turn; if you're
• Unflappable: When targeted by a social skill check using the fear rules (page 243 CRB), this counts as a
that inflicts strain, reduce the strain suffered by 2 to fear check, and other effects may apply as well.
a minimum of 1. • Prepared Battlefield: Once per session, when an-
Equipment: other character activates, as an out-of-turn inciden-
• Concealed Laser Pistol: Ranged (Light); Damage 5; tal may spend a Story Point to knock that character
Critical 3; Range (Short); Accurate 1, Burn 1, Lim- and any characters engaged with them prone and
ited Ammo 2. inflict three wounds and three strain on them.
• Expensive suit, numerous members of 14k, smug Equipment:
expression • Twin pistols with supercharger ammo: Ranged
Source: RMC #14 (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

Adversaries anthology
50 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 M/r Defense Soak Value w. Threshold M/r Defense
2 14 0 0 4 4 0 0
Skills: Charm 3 (llk), Coercion 3 (llk), Skills: Athletics, Coercion, Leadership, Melee, Ranged
Cool 2 (ll), Knowledge (Science) 2 (llk), (Light), Vigilance.
Perception 3 (lll), Ranged (Light) 2 (ll), Talents:
Vigilance 3 (llk).
• None.
Talents:
Abilities:
• Good and Bad Cop: May spend aa from Charm,
• Lawful Authority: Add s to the results of any so-
Coercion, Deception, or Negotiation check to up-
cial skill checks made when interacting with resi-
grade the ability of an ally's social skill check target-
dents of New Angeles.
ing the same character once.
Equipment:
Abilities:
• HHI M-3 Pistol: Ranged (Light); Damage 5; Criti-
• Lawful Authority: Add s to the results of any so-
cal 4; Range (Medium); as an incidental may choose
cial skill checks made when interacting with resi-
to apply one of the following qualities before mak-
dents of New Angeles.
ing an attack: Blast 4, Pierce 2, Stun Damage.
Equipment: • Stun Baton: Melee; Damage 5; Critical 5; Range
• HHI M-3 Pistol: Ranged (Light); Damage 5; Criti- (Engaged); Disorient 3, Stun Damage.
cal 4; Range (Medium); as an incidental may choose • Reinforced Uniform: +1 soak.
to apply one of the following qualities before mak- • NAPD PAD, 4 snap locks.
ing an attack: Blast 4, Pierce 2, Stun Damage. Source: SotB p. 229
• 2 snap locks, pocket flask, NAPD PAD.
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 M/r Defense


3 10 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) • HHI SP-10 Shotgun: Ranged (Heavy); Damage
8; Critical 3; Range (Short); as an incidental may
4 2 2 1 2 2 choose to apply one of the following qualities before
Brawn Agility Intellect Cunning Willpower Presence
making an attack: Blast 5, Knockdown, Stun Dam-
age, Vicious 2.
Soak Value w. Threshold M/r Defense
• Backup Fletcher Pistol: Ranged (Light); Damage 4;
6 7 2 2 Critical 2; Range (Medium); Pierce 2, Vicious 2.
Skills: Athletics, Brawl, Coercion, Melee, Vigilance. • Body Armor: +2 soak.
Source: SotB p. 230
Talents:
• None. Olivia "Chaos Theory" Ortiz (Nemesis)
Abilities:
1 2 5 3 2 3
• Disperse!: Once per encounter, as an action, may
Brawn Agility Intellect Cunning Willpower Presence
force all non-NAPD characters within medium
range to make an Average (kk) Discipline check Soak Value w. Threshold S. Threshold M/r Defense
as an out-of-turn incidental; those who fail must 1 9 14 2 2
spend their next turn moving away from this char- Skills: Charm 2 (lkkk),
acter or minion group and attempting to leave the Computers (Hacking) 5 (lllll),
encounter if possible. Computers (Sysops) 3 (lllkk), Cool 3 (lll),
Equipment: Knowledge (The Net) 3 (lllkk),
• Electrified Power Gauntlet: Brawl; Damage 8; Crit- Mechanics 3 (lllkk), Stealth 1 (lk),
ical 4; Range (Engaged); Concussive 2, Knockdown, Survival 1 (lkk), Vigilance 3 (llk).
Prepare 1, Stun Damage. Talents:
• Riot Shield: Melee, Damage 4; Critical 5; Range • Code Slinger: When performing the activate pro-
(Engaged); Defensive 2, Deflection 2, Inaccurate 2. gram maneuver in a hacking encounter, may choose
• Riot Armor: +2 soak. not to deactivate one other active icebreaker; may
• Smoke grenades, 4 snap locks. have two icebreakers active at once.
Source: SotB p. 229 • Rapid Reaction 4: May suffer up to 4 strain to add
NAPD SWAT (Rival) an equal number of s to Vigilance or Cool checks
made to determine Initiative order.
3 3 2 3 3 2 Abilities:
Brawn Agility Intellect Cunning Willpower Presence • Exploratory Romp: May spend an action to make
Soak Value w. Threshold M/r Defense a Hard (kkk) Computer (Hacking) check; if suc-
6 15 0 0 cessful this character and allies learn identity of one
piece of ice on a server per s.
Skills: Athletics 2 (llk), Coercion 2 (llk),
• Wunderkind: Once per session may spend an ac-
Ranged (Heavy) 2 (llk), Ranged (Light) 2 (llk),
tion to make a Hard (kkk) Computer (Sysops)
Stealth 2 (llk), Vigilance 2 (llk).
check; if successful all ice or icebreakers controlled
Talents: by this character or one ally increase their strength
• None. by 2 for the remainder of the encounter.
Abilities: Equipment:
• Lawful Authority: Add s to the results of any so- • Tool kit
cial skill checks made when interacting with resi- • Dinosaurus rig with Corroder, Faerie, and Torch
dents of New Angeles. (pages 136-138 of SotB)-protected by Dinosaurus
Equipment: ice (use rules for Syn 2.2 on page 135 of SotB)
Source: RMC #4
• HHI Scoped Gauss Rifle: Ranged (Heavy); Dam-
age 10; Critical 2; Range (Extreme); Cumbersome 2,
Pierce 5, Slow-Firing 1, reduce difficulty of combat
checks at long range or greater by 1.

Adversaries anthology
52 GENESYS
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 M/r Defense Soak Value w. Threshold S. Threshold M/r Defense
3 12 0 0 2 16 13 0 0
Skills: Athletics 1 (lkk), Brawl 3 (lll), Skills: Coercion 3 (llk), Cool 4 (lllk),
Cool 3 (lkk), Driving 1 (lkk), Perception 2 (lk), Deception 3 (lllk), Knowledge (Society) 2 (llk),
Ranged (Light) 3 (lll), Vigilance 3 (lkk). Leadership 3 (lll), Ranged (Light) 3 (llk),
Talents: Skulduggery 2 (llkk), Streetwise 4 (llll).
• None. Talents:
Abilities: • Adversary 2: Upgrade difficulty of all combat checks
against this target twice.
• None.
• Forgot to Count?: When targeted by a ranged at-
Equipment: tack, can spend hh to cause attacker to run out of
• Synap Pistol: Ranged (Light); Damage 5; Critical 6; ammunition.
Range (Short); Disorient 4, Stun 3, Stun Damage.
Abilities:
• Palm Stunner: Brawl; Damage 5; Critical 5, Range
• Tactical Direction: May spend a maneuver to direct
(Engaged); Disorient 2, Slow-firing 2, Stun Damage.
one friendly minion group within medium range;
Source: ADS #14
that group may immediately perform a free maneu-
Opticon Foundation Watchdog (Rival) ver or add j to its next check.
• You Thought You Were Out...: When making a
2 2 4 3 2 2 Coercion check to maintain a favor after calling it
Brawn Agility Intellect Cunning Willpower Presence in, the check is an Average (kk) Coercion check in-
Soak Value w. Threshold M/r Defense stead of an opposed check.
2 9 0 0 Equipment:
Skills: Computers (Hacking) 1 (lkkk), • Gold-Plated Laser Pistol: Ranged (Light); Damage
Cool 3 (llk), Deception 2 (llk), 6; Critical 3; Range (Short); Accurate 1, Burn 1
Knowledge (Society) 1 (lkkk), Perception 3 (lll), • Gold chains, nice suit.
Skulduggery 2 (llk). 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 orga-
nization.
Abilities:
• None.
Equipment:
• Discrete monocam, camdrone, fake idents, encrypt-
ed 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 M/r Defense Soak Value w. Threshold S. Threshold M/r Defense
6 15 0 0 3 12 13 1 1
Skills: Athletics 2 (llk), Brawl 2 (lllk), Skills: Charm 1 (lkk),
Discipline 2 (lk), Ranged (Heavy) 2 (llk), Computers (Hacking) 3 (lllk),
Resilience 1 (lkkk), Streetwise 3 (llk), Computers (Sysops) 3 (lllk), Cool 2 (llk),
Vigilance 1 (l). Knowledge (Science) 3 (lllk),
Talents: Knowledge (The Net) 4 (llll),
Perception 3 (llk), Ranged (Light) 1 (lk).
• Adversary 1: Upgrade difficulty of all combat checks
against this target once. Talents:
• Street Fighter: When disorienting or knocking a • Burn Through: After making a successful check to
target prone, the target suffers 3 wounds. override a piece of ice, may suffer 3 strain to attempt
to override a second piece of ice on the same system
Abilities:
as an incidental.
• None.
• Natural: Once per session may reroll one Comput-
Equipment: ers (Hacking) or Knowledge (The Net) check.
• Fletcher: Ranged (Heavy); Damage 4; Critical 2; Abilities:
Ranged (Medium); Blast 4, Pierce 2, Vicious 3.
• None.
• Power Gauntlet: Melee; Damage 8; Critical 4; Range
(Engaged); Concussive 2, Knockdown, Prepare 1. Equipment:
• Light Armor Vest: +2 soak. • Synap Pistol: Ranged (Light); Damage 5; Critical 6;
• Oversized suit with hidden holsters. Range (Short); Disorient 4, Stun 3, Stun Damage.
Source: SotB p. 222 • Armored Utility Vest: +1 defense, +1 soak.
• BMI.
Orgcrime Muscle (Minion)
• Big rig with Athena (SotB p. 136) and Yog.0 (SotB
2 2 2 2 2 2 p. 138)- protected by Hawk's Eye (SotB p. 134) and
Brawn Agility Intellect Cunning Willpower Presence
Fire Wall (SotB p. 133)
Source: SotB p. 223
Soak Value w. Threshold M/r Defense
3 15 0 0 Private Military Contractor (Minion)
Skills: Brawl, Coercion, Ranged (Light). 3 3 1 2 2 1
Talents: Brawn Agility Intellect Cunning Willpower Presence

• None. Soak Value w. Threshold M/r Defense


Abilities: 5 5 1 1
• Threatening: When providing assistance on anoth- Skills: Discipline, Ranged (Heavy), Vigilance.
er character's Coercion checks, add s to results for Talents:
each minion in the group beyond the first.
• None.
Equipment:
Abilities:
• Brass Knuckles: Brawl; Damage 3; Critical 4; Range
• None.
(Engaged); Disorient 3.
• Fletcher Pistol: Ranged (Light); Damage 4; Critical Equipment:
2; Range (Medium); Pierce 2, Vicious 2 • Assault Rifle: Ranged (Heavy); Damage 8; Critical
• Cheap Padded Suit: +1 soak 3; Range (Long); Auto-fire.
Source: SotB p. 222 • Plasteel carapace: 1 defense, +2 soak.
Source: SotB p. 232

Adversaries anthology
54 GENESYS
Rachel Beckmann (Nemesis) may spend one Story Point to reduce the number of
a needed to activate item qualities or trigger effects
4 3 2 4 2 2 by one to a minimum of one.
Brawn Agility Intellect Cunning Willpower Presence • Well Oiled Machine: While within medium range
of this character, allies may perform a second ma-
Soak Value w. Threshold S. Threshold M/r Defense
neuver without suffering strain.
6 18 12 0 0
Equipment:
Skills: Coercion 3 (llk), Cool 2 (ll),
• Bullpup carbine: Ranged (Heavy); Damage 7; Criti-
Brawl 3 (lllk), Ranged (Light) 2 (llk),
cal 3; Range (Medium); Accurate 1, Auto-fire.
Streetwise 3 (lllk), Vigilance 3 (llk).
• Suit-mounted Micro-missle: Gunnery; Damage 12;
Talents: Critical 4; Range (Long); Blast 10, Cumbersome 4,
• Adversary 2: Upgrade difficulty of all combat checks Guided 3, Limited Ammo 1, Prepare 1.
against this target twice. • Armored Gauntlets: Brawl; Damage 6; Critical 4;
• Takedown: May make an opposed Brawl vs. Resil- Range (Engaged); Disorient 3, Knockdown.
ience check targeting one engaged opponent. If suc- • Plasteel Carapace Armor: +2 soak, 1 defense
cessful, target is knocked prone and immobilized • Encrypted field radio
until end of Beckmann's next turn. Source: RMC #17
Abilities: Raymond Flint (Nemesis)
• And Stay Down: When making a Brawl or Me-
lee combat check targeting a prone opponent, add 2 3 4 5 1 3
saa to the results. Brawn Agility Intellect Cunning Willpower Presence
Equipment: Soak Value w. Threshold S. Threshold M/r Defense
• Augmented Fists: Brawl; Damage 7; Critical 3; 3 16 12 1 0
Range (Engaged); Disorient 3, Knockdown.
Skills: Charm 3 (lll), Cool 4 (lllk),
• Heavy Pistol with linked sight: Ranged (Light);
Deception 3 (lllkk),
Damage 7; Critical 3; Range (Medium); Accurate 1.
Knowledge (Society) 5 (llllk), Piloting 2 (llk),
• Ballistic Vest: +2 soak Ranged (Light) 3 (lll), Skulduggery 4 (lllk),
• Set of restraints Stealth 3 (lll), Streetwise 5 (lllll),
Source: SotB p. 157 Vigilance 4 (lkkk).
Rashida Jaheem (Nemesis) Talents:
• Adversary 2: Upgrade difficulty of all combat checks
4 4 2 3 3 2 against this target once.
Brawn Agility Intellect Cunning Willpower Presence
• Bad Habit: May spend a maneuver and become
Soak Value w. Threshold S. Threshold M/r Defense disoriented until the end of the encounter; at the
6 17 14 1 1 beginning of each subsequent turn during the en-
Skills: Athletics 2 (llkk), Brawl 2 (llkk), counter this character heals 2 strain.
Cool 3 (llk), Coordination 2 (llkk), Abilities:
Discipline 3 (lll), Gunnery 3 (lllk), • In the Know: When another character makes an as-
Leadership 3 (llk), Ranged (Heavy) 3 (lllk), sisted Knowledge (Society) or Streetwise check with
Resilience 2 (llkk), Stealth 2 (llkk), this character, add sa to the results.
Survival 3 (lll). • Spot the Connections: May spend a to learn one
Talents: Motivation of any character in the current encoun-
• Adversary 2: Upgrade difficulty of all combat checks ter.
against this target once. • Troubled Past: When a character who knows this
• Deadeye: After this character inflicts a Critical In- character's Fear or Flaw targets this character with
jury with a ranged weapon and rolls the result, may a successful social skill check, this character suffers
suffer 2 strain to select another Critical Injury of the 2 strain.
same severity to apply to the target instead. Equipment:
Abilities: • Fletcher: Ranged (Heavy); Damage 4; Critical 2;
• Ruthless Efficiency: Before making a combat check, Ranged (Medium); Blast 4, Pierce 2, Vicious 3.
• Heavy Trenchcoat: +1 soak
• Smokes, PAD, fedora
Source: RMC #18

Adversaries anthology
GENESYS 55
Regulator (Rival) perform an action and maneuver during their turn.
• Enhancecd Healing: May suffer 1 strain before
1 1 3 2 2 2 making a Resilience check to heal a Critical Injury
Brawn Agility Intellect Cunning Willpower Presence to add s to the result and increases the number of
wounds healed by natural rest by 1.
Soak Value w. Threshold M/r Defense
• Caissa Icebreaker Suite: When encountering ice,
1 8 0 0
reduce that ice's strength by 2 and increase the h
Skills: Discipline 2 (ll), require to activate negative effects by 1.
Knowledge (Science) 2 (llk),
Equipment:
Knowledge (Society) 2 (llk), Negotiation 2 (ll),
• Assault Rifle: Ranged (Heavy); Damage 8; Critical
Perception 3 (llk), Vigilance 2 (ll).
3; Range (Long); Auto-fire.
Talents: • Fletcher Pistol: Ranged (Light); Damage 4; Critical
• None. 2; Range (Medium); Pierce 2, Vicious 2.
Abilities: • Skin Suit: +2 soak, +2 defense, +2 wound threshold
• Red Tape: During social encounters, may spend • Cybereyes, skulljack (allows Reina to "go deep"
hhh generated by an opponent to discover (or during network encounters, p. 105 SotB)
invent) a legal violation that requires a fine, fee, or • Deep Red portable console with Athena and Garrote
additional authorization form that the opponent (p. 136-137 SotB)-protected by Archer and Enigma
must complete before accomplishing their goals. (p. 134-135 SotB)
Equipment: • Minion group of 4 camdrones, minion group of 4
• Inspection PAD. combat drones (p. 233 SotB)
Source: SotB p. 230 Source: RMC #19

Reina Roja (Nemesis) Reporter (Rival)


3 3 3 4 4 1 2 2 3 3 3 1
Brawn Agility Intellect Cunning Willpower Presence Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense Soak Value w. Threshold M/r Defense
5 20 16 2 2 2 10 0 0
Skills: Athletics 4 (lllk), Brawl 2 (llk), Skills: Charm 2 (lk), Coercion 3 (lll),
Computers (Hacking) 4 (lllk), Cool 3 (lkk), Perception 3 (lll),
Computers (Sysops) 2 (llk), Skulduggery 2 (lll), Streetwise 2 (llk),
Coordination 4 (lllk), Discipline 5 (llllk), Vigilance 2 (llk).
Perception 3 (lllk), Piloting 2 (llk), Talents:
Ranged (Light) 4 (lllk), • None.
Ranged (Heavy) 4 (lllk), Gunnery 4 (lllk),
Abilities:
Resilience 4 (lllk), Stealth 2 (llk),
Survival 2 (llkk), Vigilance 3 (lllk). • In the Know: Whenever this character learns a Mo-
tivation of another character in the encounter, this
Talents: character may have that character suffer 2 strain and
• Adversary 3: Upgrade difficulty of all combat checks may heal 2 strain.
against this target three times. • Leading Question: Once per encounter, may spend
• Rapid Reaction 3: May suffer up to 3 strain to add a Story Point to learn one Motivation of any one oth-
an equal number of s to their Vigilance or Cool er character in the encounter.
checks made to determine initiative.
Equipment:
Abilities: • PAD, camdrone, monocam, press credentials.
• ESW Drone Master: May control two rival drones Source: SotB p. 220
or minion groups of up to 5 drone minions; may
spend a maneuver to direct all controlled drones to

Adversaries anthology
56 GENESYS
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 M/r Defense Soak Value w. Threshold M/r Defense
3 12 1 1 6 6 0 0
Skills: Discipline 2 (llk), Skills: Athletics 4 (lllk), Coordination 2 (llk),
Knowledge (Science) 3 (llk), Negotiation 2 (ll), Medicine 3 (llk), Perception 4 (lkkk),
Medicine 2 (ll), Perception 3 (lll). Resilience 3 (lllkk).
Talents: Talents:
• Applied Research 1: Once per session may use • Swift: This character does not suffer the penalties
Knowledge (Science) and Intellect when making a for moving through difficult terrain.
check instead of the skill and characteristic the check Abilities:
would normally require.
• Bioroid: Does not need to breathe, eat, or drink; can
Abilities: survive in vacuum and underwater; is immune to
• Research Team Member: When providing skill as- poisons and toxins; and cannot knowingly endanger
sistance, may reroll up to two of the dice in the pool humans.
before resolving the check. Equipment:
Equipment: • Spotlight, climbing gear, O2 tank, medkit, 2 slap
• Networked PAD, holodisplay, lab coat. patches.
Source: SotB p. 220 Source: SotB p. 236

Retail Drone (Minion)


2 2 1 1 1 1
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


3 4 0 1
Skills: Perception, Vigilance.
Talents:
• Big Guns: This character has an encumbrance ca-
pacity 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 im-
mune 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) Equipment:
• Auto-fletcher: Ranged (Light); Damage 3; Critical
2 2 4 3 1 5 2; Range (Medium); Auto-fire, Pierce 2, Vicious 2.
Brawn Agility Intellect Cunning Willpower Presence • Micro-waterknife: Melee; Damage 8; Critical 3;
Soak Value w. Threshold S. Threshold M/r Defense
Range (Engaged); Prepare 1, Sunder, Unwieldy 3,
Vicious 3.
2 10 15 0 0 Source: SotB p. 240
Skills: Cool 1 (lkkkk), SEA Yellow Jacket (Minion)
Knowledge (Society) 4 (llll),
Negotiation 3 (lllkk), Perception 3 (lll), 2 2 2 2 2 1
Streetwise 3 (lll), Vigilance 2 (lk).
Brawn Agility Intellect Cunning Willpower Presence
Talents:
Soak Value w. Threshold M/r Defense
• Haughty Demeanor: Other characters add h to so- 3 6 0 0
cial skill checks targeting ristie collector.
Skills: Coercion, Knowledge (Society), Ranged (Light),
Abilities:
Vigilance.
• Shrewd Negotiator: When making an opposed Ne-
gotiation or Streetwise check to purchase or sell and Talents:
item may suffer 2 strain to add s to the results. • None.
• Let's Make a Deal: If this character knows an op- Abilities:
ponent's Desire Motivation, when they inflict strain • Uncomfortable Inspection: When searching a
on the opponent, the opponent suffers 4 additional character or their possessions, that character suffers
strain. 2 strain.
Equipment: Equipment:
• Heavily encrypted PAD, several credsticks • Synap Pistol: Ranged (Light); Damage 5; Critical 6;
Source: SotB p. 221 Range (Short); Disorient 4, Stun 3, Stun Damage.
Rogue Nisei Clone (Nemesis) • Security PAD, 2 snap locks
Source: SotB p. 226
2 3 4 2 5 2 Seth Bioroidista (Minion)
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense 3 1 2 3 2 2


2 12 20 4 4 Brawn Agility Intellect Cunning Willpower Presence

Skills: Brawl 4 (llkk), Coercion 5 (llkkk), Coor- Soak Value w. Threshold M/r Defense
dination 2 (llk), Discipline 3 (lllkk), 5 5 0 0
Gunnery 4 (lllk), Survival 3 (llk), Skills: Charm, Knowledge (Science), Perception.
Vigilance 3 (lllkk).
Talents:
Talents:
• None.
• Adversary 1: Upgrade difficulty of all combat checks
against this target once. Abilities:
• Too Clever: When interacting with this character,
Abilities:
characters may spend a to recover 2 strain, and
• Apparent Precognition: Once per encounter when GMs may spend h to inflict 2 strain.
making a combat check, may use Discipline and
• Bioroid: Does not need to breathe, eat, or drink; can
Willpower instead of the normal skill and charac-
survive in vacuum and underwater; is immune to
teristic.
poisons and toxins; and cannot knowingly endanger
• Psychic: As a maneuver may make and Average humans.
(kk) Vigilance check to learn the surface thoughts
of all other characters in medium range. Equipment:
• Broken Nisei Conditioning: When inflicting a • Order PAD.
Source: SotB p. 237
Critical Injury or Critical Hit, roll twice and choose
the more severe result.

Adversaries anthology
58 GENESYS
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 M/r Defense Soak Value w. Threshold M/r Defense
2 10 0 0 4 5 0 0
Skills: Athletics 2 (ll), Brawl 1 (lk), Skills: Brawl, Coercion, Melee, Ranged (Light), Street-
Coordination 2 (llkk), Driving 2 (llkk), wise.
Piloting 2 (llkk), Ranged (Light) 2 (llkk), Talents:
Stealth 2 (llkk), Streetwise 2 (llk),
• None.
Vigilance 2 (ll).
Abilities:
Talents:
• Threatening: When providing assistance on anoth-
• Swift: Does not suffer penalties for moving through
er character's Coercion checks, add s to results for
difficult terrain.
each minion in the group beyond the first.
Abilities:
Equipment:
• Catlike Agility: Once per turn, may spend a Story
• Pistol: Ranged (Light); Damage 6; Critical 3; Range
Point to move to any location within short range as
(Medium).
an incidental, including locations that are vertically
distant or have no easy access route. • Mono-switchblade: Melee; Damage 4; Critical 2;
Range (Engaged); Pierce 2.
Equipment: • Synthleather Jacket: +1 soak
• Palm Stunner: Brawl; Damage 5; Critical 5; Range • Extensive tattoos and piercings
(Engaged); Disorient 2, Slow-Firing 2, Stun Dam- Source: SotB p. 223
age.
• Good running shoes, encrypted datasticks.
Streetbanger Leader (Rival)
Source: SotB p. 223
3 3 2 2 2 3
Starlight Templar (Rival) Brawn Agility Intellect Cunning Willpower Presence

3 2 1 2 3 2 Soak Value w. Threshold M/r Defense


Brawn Agility Intellect Cunning Willpower Presence
4 16 0 0
Soak Value w. Threshold M/r Defense Skills: Coercion 2 (ll), Cool 2 (llk),
4 4 0 0 Melee 2 (llk), Leadership 2 (llk),
Negotiation 1 (lkk), Ranged (Light) 1 (lkk),
Skills: Brawl 2 (llk), Coercion 3 (lll), Skulduggery 3 (lll), Streetwise 3 (llk).
Discipline 3 (lll), Knowledge (Society) 1 (l),
Ranged (Light) 1 (lk). Talents:
• Adversary 1: Upgrade difficulty of all combat checks
Talents: against this target once.
• None.
Abilities:
Abilities: • Charismatic Menace: Allies within short range add
• Values Enforcer: When making any social skill or s to checks they make; opponents within short
combat check targeting an opponent of the church, range add h to checks they make.
add sh to the result.
Equipment:
• Templar Cybernetic Implant: Once per encounter
as a maneuver, may make a Simple (-) Discipline • Custom six-shooter: Ranged (Light); Damage 7;
check to heal 1 wound per s. Critical 2; Range (Medium); Accurate 1.
• Plasma Cutter: Melee; Damage 12; Critical 3; Range
Equipment: (Engaged); Burn 1, Prepare 1, Sunder, Unwieldy 2.
• Fletcher pistol: Ranged (Light); Damage 4; Critial • Leather Jacket with Gang Colors: +1 soak
2; Range (Medium); Pierce 2, Vicious 2.
• PAD
• Heavy Jacket with Crusade logo: +1 soak. Source: SotB p. 223
• PAD.
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 M/r Defense Soak Value w. Threshold S. Threshold M/r Defense
2 10 0 0 2 12 18 0 0
Skills: Deception 2 (ll), Skills: Computers (Hacking) 2 (llkkk),
Knowledge (Science) 3 (lll), Mechanics 3 (lll), Computer (Sysops) 3 (llkkk),
Medicine 3 (lll), Negotiation 2 (ll). Knowledge (The Net) 4 (llllk),
Talents: Mechanics 2 (llkkk), Perception 2 (llk).
• Surgeon 3: When making Medicine checks to heal Talents:
wounds, heal 3 additional wounds. • Net Warrior: When using a BMI, may make an
Abilities: opposed Computers (Hacking) versus Computers
(Sysops) check targeting one character accessing the
• Questionable Hygiene: When making a Medicine
system; the target suffers 1 strain per s, and if they
check, must spend hhh or d to decrease the tar-
are using a BMI, they also suffere 1 wound per s.
get's strain and wound threshold by 2 each until the
end of the current session. Abilities:
Equipment: • Sniffer Programs: Add jj to any opponent's
checks made on a system the SYNC Globalsec agent
• Shotgun: Ranged (Heavy); Damage 8; Critical 3;
has control of.
Range (Short); Blast 4, Knockdown, Vicious 2.
• Swordbreaker Programs: May make a Hard (kkk)
• 4 Slap-patches
Computers (Sysops) check targeting one opponent
• Various cybernetics, emergency medkit, portable on the system to damage one of their active ice-
toolkit. breakers one step, plus one additional step per a.
Source: SotB p. 224
Equipment:
SXC Trooper (Minion) • PAD, BMI, and custom offensive rig with personal
icebreakers (Gordian Blade [SotB p. 137], Battering
3 3 2 2 2 2 Ram [SotB p. 136], and Garrote [SotB p. 137]).
Source: SotB p. 226
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Teacup Giraffe (Minion)


5 6 1 1 1
1 1 1 1 3
Skills: Athletics, Discipline, Melee, Ranged (Heavy), Brawn Agility Intellect Cunning Willpower Presence
Vigilance.
Soak Value w. Threshold M/r Defense
Talents: 1 3 0 0
• None.
Skills: Charm.
Abilities:
Talents:
• None.
• None.
Equipment:
Abilities:
• Laser Rifle: Ranged (Heavy); Damage 8; Critical 3;
• Too Cute: When any character makes a check to re-
Range (Medium); Accurate 1, Burn 1.
cover strain while engaged with this character, they
• Monoblade Combat Knife: Melee; Damage 4; Crit-
recover 2 additional strain.
ical 2; Range (Engaged); Pierce 2.
• Way Too Cute: When an opponent targets this char-
• Environmentally Sealed Plasteel carapace: 1 de-
acter with a combat check, they suffer 4 strain.
fense, +2 soak.
• Silhouette 0.
• Disposable zero-G maneuvering pack.
Source: SotB p. 232 Equipment:
• Tiny Head Nubs: Brawl; Damage 0; Critical 8;
Range (Engaged).
• Gentle doe eyes.
Source: SotB p. 227

Adversaries anthology
60 GENESYS
Tenma Driver Clone(Rival) Equipment:
• Nice suit, encrypted PAD
2 4 2 2 1 2 Source: SotB p. 217
Brawn Agility Intellect Cunning Willpower Presence Urban Peccary (Minion)
Soak Value w. Threshold M/r Defense
2 8 0 0 2 1 1 2 1 1
Brawn Agility Intellect Cunning Willpower Presence
Skills: Driving 3 (lllk), Mechanics 2 (ll),
Operating 3 (llk), Perception 3 (llk), Soak Value w. Threshold M/r Defense
Piloting 3 (lllk), Vigilance 3 (lkk). 2 7 0 0
Talents: Skills: Athletics, Brawl, Survival.
• Knack For It 2: Remove jj from any Driving, Op- Talents:
erating, and Piloting checks. • None.
Abilities: Abilities:
• None. • Mob Mentality: Add j to all checks this character
Equipment: makes if part of a group of three or more minions.
• Cybernetic eye implant. Equipment:
Source: ADS #19 • Tusks: Brawl; Damage 4; Critical 4; Range (En-
Thomas Haas (Nemesis) gaged); Vicious 1.
Source: SotB p. 228
2 2 3 4 1 4 Toy Drone (Rival)
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense 3 1 1 1 1 1


2 12 11 0 0 Brawn Agility Intellect Cunning Willpower Presence

Skills: Athletics 2 (ll), Charm 3 (lllk), Soak Value w. Threshold M/r Defense
Computers (Hacking) 2 (llk), Cool 4 (llll), 5 8 0 0
Deception 3 (lllk), Skills: Charm 2, Knowledge (Society) 3, Knowledge
Knowledge (Science) 2 (llk), (Science) 3, Knowledge (The Net) 2, Medicine 1.
Knowledge (Society) 3 (lll), Mechanics 2 (llk),
Talents:
Negotiation 3 (lllk).
• None.
Talents:
Abilities:
• Adversary 1: Upgrade difficulty of all combat checks
against this target once. • Edutainment: When assisting with or making a
combine Knowledge check add j to the check (in-
• Clever Retort: Once per encounter, may add hh to
formation added typically comes in the form of a
another character's social skill check.
song).
• Counteroffer: Once per session may choose one op-
• Mechanical: Does not need to breathe, eat, or drink,
ponent with in medium range and make an opposed
and can survive in vacuum and underwater; is im-
Negotiation versus Discipline check. If successful,
mune to poisons and toxins.
target becomes staggered until the end of their next
turn (or for remainder of encounter if successful Equipment:
with t). • None.
Source: SotB p. 234
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.

Adversaries anthology
GENESYS 61
Urban Adventurer (Rival) • Subtle Death: When making a Brawl check, may
spend aa or t to apply a dose of contact poison to
3 4 2 2 1 2 the target; the target must immediately make a Hard
Brawn Agility Intellect Cunning Willpower Presence
(kkk) Resilience check as an incidental; if they fail,
they suffer 5 wounds plus 1 wound per h; d means
Soak Value w. Threshold M/r Defense they must make the check again at the start of their
4 14 0 0 next turn, as the poison remains in their system.
Skills: Athletics 4 (lllk), Coordination 4 (llll), Equipment:
Cool 3 (llk), Driving 3 (lllk), • Charged Crystal Katana: Melee; Damage 6; Criti-
Knowledge (Society) 1 (lk), Piloting 3 (lllk), cal 2; Range (Engaged); Defensive 1, Pierce 3, Re-
Ranged (Light) 1 (lkkk), Stealth 1 (lkkk), inforced.
Streetwise 4 (llkk), Survival 4 (llkk).
• Fists and feet: Brawl; Damage 5; Critical 4; Range
Talents: (Engaged); Disorient 1, Knockdown, Stun 5, Stun
• Daring Aviator 2: Before making a Driving or Pilot- Damage.
ing check, may add up to hh to the check to add • Optical Camouflage Suit: +2 Defense.
an equal number of s. • Pocket Rig with One-Shot Icebreakers: Spend a
• Natural: Once per session, may reroll one Athletics Story Point to add sss to a successful check to
or Coordination check. break ice.
Abilities: • Climbing gear
Source: SotB p. 224
• None.
Equipment: Young Ristie (Rival)
• Auto-fletcher: Ranged (Light); Damage 3; Critical
2; Range (Medium); Auto-fire, Pierce 2, Vicious 2.
1 2 2 2 1 3
Brawn Agility Intellect Cunning Willpower Presence
• Powered Wingsuit: +1 soak, can fly; see the Flying
sidebar on page 100 of the Genesys Core Rulebook. Soak Value w. Threshold M/r Defense
• Climbing gear, flashlight. 1 0 0 0
Source: SotB p. 239 Skills: Charm 2 (llk), Coercion 1 (l),
Cool 1 (lkk), Coordination 2 (ll),
Yakuza Assassin (Nemesis) Knowledge (Society) 2 (ll).
Talents:
3 4 2 3 4 1
• Proper Upbringing 2: When making a social skill
Brawn Agility Intellect Cunning Willpower Presence
check in the company of fellow risties, may suffer up
Soak Value w. Threshold S. Threshold M/r Defense to 2 strain to add up to aa to the check.
3 15 15 2 2
Abilities:
Skills: Athletics 2 (llk), Brawl 4 (lllk), • I'll Tell My Parents!: When this character inflicts
Computers (Hacking) 3 (llk), Cool 4 (lkkk), strain using a social skill check, they inflict 2 addi-
Coordination 5 (llllk), Discipline 2 (llkk), tional strain.
Melee 4 (lllk), Perception 2 (llk),
Equipment:
Skulduggery 3 (lll), Stealth 5 (llllk),
Vigilance 2 (llkk). • High-end wearable PAD.
Source: SotB p. 221
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
62 GENESYS
MODERN Intelligence Agent (Nemesis)
3 3 3 4 3 3
Corrupt Official (Rival) Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold S. Threshold M/r Defense


2 2 3 3 3 4 3 14 14 0 0
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense Skills: Charm 2 (llk), Coercion 2 (llk),
2 12 0 0 Deception 2 (llkk), Ranged Light 2 (llk),
Brawl 2 (llk), Skulduggery 3 (lllk),
Skills: Charm 2 (llkk), Cool 2 (llkk), Stealth 3 (lll), Streetwise 3 (lllk),
Deception 2 (llk), Knowledge 2 (llk), Vigilance 2 (llk).
Negotiation 2 (llkk), Vigilance 1 (llk). Talents:
Talents: • Adversary 2: Upgrade difficulty of all combat checks
• Natural: Once per session, use this talent to reroll against this target twice.
any one Negotiation or Skulduggery check. • Natural: Once per session, reroll any one Skuldug-
gery or Stealth check.
Abilities:
• Local Politics: Once per session, may choose one Abilities:
character operating in their area of influence (com- • One Step Ahead: Once per round, after an oppo-
munity, precinct, or county, for example); until the nent performs an action or maneuver, may spend
end of the session, the target must upgrade the diffi- one Story Point to perform an action or a maneuver
culty of any social skill checks they make to interact as an out-of-turn incidental.
with inhabitants of this area once. Equipment:
Equipment: • Silenced Pistol: Ranged (Light); Damage 5; Critical
• Cell phone, tablet. 4; Range (Short).
Source: GCRB p. 169 • Encrypted cell phone.
Gang Leader (Rival) Source: GCRB p. 169

3 3 2 2 2 3
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


5 15 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; Crit-
ical 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

Street Tough (Minion)


2 2 3 3 2 3
Brawn Agility Intellect Cunning Willpower Presence 3 1 1 2 1 2
Soak Value w. Threshold S. Threshold M/r Defense Brawn Agility Intellect Cunning Willpower Presence

8 45 34 0 0 Soak Value w. Threshold M/r Defense


4 4 0 0
Skills: Charm 2 (llk), Cool 1 (lkk),
Coercion 3 (llk), Deception 1 (lkk), Skills: Brawl, Coercion, Melee.
Leadership 2 (llk), Negotiation 1 (lkk), Talents:
Vigilance 3 (lll).
• None.
Talents:
Abilities:
• Improved Scathing Tirade: Use this talent to make
• None.
an Average (kk) Coercion check; for each s, one
opponent within short range suffers 1 strain; for each Equipment:
a, one affected opponent suffers 1 additional strain; • Studded gloves: Brawl; Damage 4; Critical 4; Range
all opponents affected add j to all skill checks they (Engaged); Disorient 2, Knockdown.
make for the following three rounds. • Club: Melee; Damage 5; Critical 3; Range (Engaged)
Abilities: • Heavy Clothing: +1 soak.
• Good at Needling: If this character knows an oppo- Source: GCRB p. 134
nent’s Flaw Motivation, when this character inflicts
strain on the opponent, the opponent suffers 4 addi-
tional strain.
Equipment:
STEAMPUNK
• Fine clothing, official credentials or badge of office.
Airship Pirate (Minion)
Source: GCRB p. 134
2 2 2 2 2 1
Militia (Minion) Brawn Agility Intellect Cunning Willpower Presence

2 1 2 2 2 1 Soak Value w. Threshold M/r Defense


Brawn Agility Intellect Cunning Willpower Presence
3 6 0 0
Soak Value w. Threshold M/r Defense Skills: Coercion, Melee, Perception, Piloting, Ranged
3 4 0 0 (Light), Vigilance.
Talents:
Skills: Brawl, Coercion, Ranged (Heavy).
• None.
Talents:
Abilities:
• None.
• None.
Abilities:
Equipment:
• None.
• Revolver: Ranged (Light); Damage 6; Critical 3;
Equipment: Range (Medium).
• Assault Rifle: Ranged (Heavy); Damage 8; Critical • Cutlass: Melee; Damage 4; Critical 3; Range (En-
3; Range (Long); Auto-fire. gaged).
• Fatigues: +1 soak. • Vest and Storm Coat: +1 soak.
Source: GCRB p. 157

Adversaries anthology
64 GENESYS
Clockwork Animal Automaton (Rival) 2; Range (Medium); Accurate 1, Limited Ammo 2.
• Rapier: Melee; Damage 3; Critical 2; Range (En-
3 2 1 1 1 1 gaged); Defensive 1, Pierce 2.
Brawn Agility Intellect Cunning Willpower Presence • Fine clothing.
Source: GCRB p. 157
Soak Value w. Threshold M/r Defense
5 15 0 0 Royal Marine (Rival)
Skills: Brawl 1 (lkk), Perception 1 (l), 3 3 2 2 3 2
Survival 1 (l), Vigilance 1 (l). Brawn Agility Intellect Cunning Willpower Presence

Talents: Soak Value w. Threshold M/r Defense


• None. 4 12 0 0
Abilities:
Skills: Discipline 2 (llk), Melee 2 (llk),
• Mechanical: Does not need to breathe, eat, or drink, Perception 2 (ll), Piloting 2 (llk),
and can survive underwater; immune to poisons and Ranged (Heavy) 2 (llk), Vigilance 2 (ll).
toxins.
Talents:
• Clockwork Fragility: If the automaton suffers a
Critical Injury, add +20 to the result. • Eagle Eyes: Once per encounter before making a
ranged combat check, the Royal Marine may in-
• Some bird automata also have the Flyer ability (can
crease their weapon’s range by one range band (to a
fly, see page 100).
maximum of extreme range); this lasts for the dura-
Equipment: tion of the combat check.
• Fists or claws: Brawl; Damage 5; Critical 3; Range
Abilities:
(Engaged); Disorient 2 or Vicious 1.
Source: GCRB p. 157
• Honor and Grit: When a Royal Marine exceeds their
wound threshold, they can immediately attempt a
Colonial Governor (Nemesis) Hard (kkk) Discipline check as an out-of-turn inci-
dental, healing 1 wound per s; if this reduces their
2 2 3 4 3 3 current wounds below their wound threshold, the
Brawn Agility Intellect Cunning Willpower Presence Marine gets back on their feet to continue fighting.
Soak Value w. Threshold S. Threshold M/r Defense Equipment:
2 12 16 0 0 • Fusil: Ranged (Heavy); Damage 7; Critical 3; Range
(Medium); Accurate 1.
Skills: Charm 3 (lll), Coercion 3 (lll),
• Saber: Melee; Damage 5; Critical 3; Range (En-
Deception 3 (lllk), Leadership 3 (lll),
gaged).
Melee 2 (ll), Negotiation 3 (lll),
• Armored Uniform: +1 soak.
Perception 2 (llkk), Ranged (Light) 2 (ll).
Source: GCRB p. 157
Talents:
• Adversary 2: Upgrade the difficulty of all combat
checks against this target twice.
• Ruinous Repartee: Once per encounter, use this tal-
ent to make an opposed Charm or Coercion versus
Discipline check targeting one character within me-
dium range; if successful, the target suffers 6 strain,
plus 1 strain per s; the colonial governor heals
strain equal to the strain inflicted.
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 in-
stead of the colonial governor.
Equipment:
• Dueling Pistol: Ranged (Light); Damage 6; Critical

Adversaries anthology
GENESYS 65
SPACE OPERA
activated).
• Consuming Swarm: May spend a maneuver to
make an opposed Coordination versus Coordina-
Alien Warlord (Nemesis) tion check targeting one engaged opponent to im-
mobilize that opponent until the end of its next turn.
3 2 3 2 3 4 At the start of its next turn, the opponent suffers 3
wounds, and the swarm heals 3 wounds.
Brawn Agility Intellect Cunning Willpower Presence
• Silhouette 2.
Soak Value w. Threshold S. Threshold M/r Defense
5 18 28 0 0 Equipment:
• Tiny Pincers: Brawl; Damage 1; Critical 3; Range
Skills: Coercion 3 (lll), Cool 2 (llkk), (Engaged); Pierce 3, add jj if target is immobilized.
Leadership 2 (llkk), Perception 3 (llk), Source: GCRB p. 188
Ranged (Light) 3 (llk), Melee 3 (lll), Space Pirate (Minion)
Vigilance 3 (lll).
Talents: 2 3 2 2 2 1
• Adversary 1: Upgrade difficulty of all combat checks Brawn Agility Intellect Cunning Willpower Presence

against this target once. Soak Value w. Threshold M/r Defense


• Coordinated Assault 3: May spend a maneuver to 3 6 0 0
use this talent to let all allies at medium range add
aa to all combat checks they make until the end of Skills: Coercion, Coordination, Gunnery, Ranged
the alien warlord’s next turn. (Heavy), Melee, Vigilance.
Abilities: Talents:
• Tactical Direction: May spend a maneuver to direct • None.
one friendly minion group within medium range; Abilities:
that group may immediately perform a free maneu-
• Strength In Numbers: Adds j to combat checks
ver or add j to its next check.
when there are at least two other friendly nemeses,
Equipment: rivals, or minion groups engaged in the encounter.
• Finely Crafted Shudder Blade: Melee; Damage Add j to combat checks when there are no other
6; Critical 2; Range (Engaged); Pierce 2, Vicious 3, friendly nemeses, rivals, or minion groups engaged
laser pistol Ranged (Light); Damage 5; Critical 3; in the encounter.
Range (Medium); Pierce 2. Equipment:
• Heavy Sealed Armor: +2 soak. • Laser Rifle: Ranged (Heavy); Damage 6; Critical 3;
• Platinum-Weave Cloak. Range (Long); Pierce 4.
• Crimson banner of glorious conquest, sniveling ser- • Mono-Molecular Cutlass: Melee; Damage 4; Criti-
vant to carry banner of glorious conquest. cal 3; Range (Engaged); Pierce 2.
Source: GCRB p. 188
• Armored Space Suit: +1 soak.
Nano-Swarm (Rival) • A minion group of two space pirates may be armed
with a short-ranged cutter laser equipped with
1 3 1 1 1 1 a hoverplatform instead of laser rifles: Gunnery;
Brawn Agility Intellect Cunning Willpower Presence Damage 9; Critical 3; Range (Medium); Breach 2,
Soak Value w. Threshold M/r Defense Inaccurate 2.
Source: GCRB p. 187
1 40 0 0
Skills: Brawl 1 l, Coordination 2 (llkk).
Talents:
• None.
Abilities:
• Swarm: Halve the damage dealt to the swarm be-
fore applying soak, unless the weapon has the Blast
or Burn quality (regardless of whether the quality is

Adversaries anthology
66 GENESYS
Telepath (Nemesis) Abilities:
• Apex Predator: At the start of their first turn in the
1 1 4 3 4 2 encounter, all opponents must make a Hard (kkk)
Brawn Agility Intellect Cunning Willpower Presence Discipline check as an out-of-turn incidental. If they
fail, they are immobilized until the start of their next
Soak Value w. Threshold S. Threshold M/r Defense
turn. If they fail with h, they are staggered until the
1 10 20 0 0 start of their next turn instead. If you’re using the
fear rules (see page 243), this counts as a fear check,
Skills: Coercion 3 (lllk), Discipline 3 (lllk),
and other effects may apply as well.
Negotiation 2 (ll), Perception 3 (llk),
Vigilance 3 (lllk). Equipment:
• Thrashing Appendage: Brawl; Damage 8; Critical 4;
Talents:
Range (Engaged); Knockdown, may spend aa to
• Adversary 2: Upgrade difficulty of all combat checks
knock all other characters engaged with the target
against this target twice.
prone.
Abilities: • Vicious Maw: Brawl; Damage 10; Critical 3; Range
• I Know What You’re Thinking: When targeting an (Engaged); Pierce 3, Vicious 3.
opponent with a social skill check, downgrade the Source: GCRB p. 187
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
WEIRD WAR
the number of l in the pool (effectively replacing Arcane Scientist (Nemesis)
all l with k).
• Mind Bleed: As an action, may make an opposed 1 2 4 3 2 2
Discipline vs. Discipline check against one living Brawn Agility Intellect Cunning Willpower Presence
target within medium range. If successful, the target
suffers 2 wounds and 2 strain per s, and the tele- Soak Value w. Threshold S. Threshold M/r Defense
path may spend aaaa or t to inflict a Critical 1 14 18 0 0
Injury.
Skills: Charm 2 (ll), Coercion 3 (llk),
• Dominate: Once per encounter, as an action, may
Discipline 3 (lll), Knowledge 3 (lllk),
make an opposed Discipline versus Discipline check
Medicine 3 (lllk), Ranged Light 1 (lk).
against one living target within medium range. If
successful, during the target’s next turn, the telepath Talents:
dictates what actions and maneuvers they perform. • Adversary 2: Upgrade the difficulty of all combat
GMs should avoid actions that lead to unavoidable checks against this target twice,
character death, however, such as jumping off tower- • Scathing Tirade: Use this talent to make an Aver-
ing cliffs or shooting oneself in the head, since that’s age (kk) Coercion check; for each s, one opponent
just not fun. within short range suffers 1 strain; for each a, one
Equipment: affected opponent suffers 1 additional strain.
• Hoverchair, robes. Abilities:
Source: GCRB p. 188 • Rise, My Minions!: Once per session, may make
Xenomorph Horror (Rival) a Hard (kkk) Mechanics or Medicine check (de-
pending on the type of minions the arcane scientist
4 3 2 3 2 1 has); for each uncanceled s, one incapacitated min-
Brawn Agility Intellect Cunning Willpower Presence
ion within medium range heals all wounds and re-
joins the encounter; it may act in the current round.
Soak Value w. Threshold M/r Defense
6 25 0 0 Equipment:
• DEW Pistol: Ranged (Light); Damage 6; Critical 3;
Skills: Brawl 2 (llkk), Stealth 3 (lll), Range (Short); Burn 1.
Survival 3 (lll), Vigilance 3 (llk). • Lab coat, goggles.
Source: GCRB p. 163
Talents:
• None.

Adversaries anthology
GENESYS 67
Infantry (Minion)
2 2 2 3 3 2
Brawn Agility Intellect Cunning Willpower Presence

Soak Value w. Threshold M/r Defense


5 5 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 M/r Defense


5 16 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

Adversaries anthology
68 GENESYS
APPENDIX I
Adversary Abilities
Bestial Rage: Once this adversary or minion group has
taken damage, reduces the Critical rating of its attacks
to 1.
This is the list of all unique adversary abilities. The de-
scriptions have been made generic to ease their use of Better to Be Feared: May spend hh from an oppo-
creating your own custom adversaries. nent's check to give that opponent the Fear (this adver-
sary) Motivation until the end of the session in addition
A Good Death: As an incidental, at the start of its turn
to their other motivations. This character always knows
a minion group that is engaged with an enemy may re-
when other characters have the Fear (this adversary)
move a member of its group as a casualty to add +6 dam-
Motivation.
age to the minion group’s attack in that turn.
Bioroid: Does not need to breathe, eat, or drink; can sur-
All Seeing Eye: If this character has access to a server,
vive in vacuum and underwater; is immune to poisons
increase the strength of all sentry ice on that server by 2.
and toxins; and cannot knowingly endanger humans.
Aggressive Fighter: This adversary adds a to combined
Blood Call: When this adversary damages a target using
checks they make to attack with two melee weapons.
fangs or a magic attack, they heal wounds equal to the
Airborne: Can fly; see page 100 of the Genesys Core wounds inflicted.
Rulebook.
Blood Frenzy: While at least one opponent in an en-
Amorphous: As an incidental, this adversary may in- counter is suffering a Critical Injury, this adversary in-
crease or decrease its silhouette by 1. creases the base damage of its attacks by 2.
Ancestral Gaze: While within short range of another Blood Mist: If this adversary suffers damage in excess of
adversary of their kind, this adversary adds s to their their Wound Threshold, they are not incapacitated, but
combat checks and t if the opponent is a dragon) takes the form of a cloud of blood mist. While in this
And Just Like That...: May spend hhh or d from form, this adversary can fly (see page 100 of the Genesys
checks made by enemy characters in the current encoun- Core Rulebook) and does not suffer damage from physi-
ter to hide of blend into the crowd; enemies must make cal attacks. If they suffer additional damage from a mag-
a successful opposed Perception or Vigilance versus ical attack, they become incapacitated as normal and re-
Stealth check to locate this character until she makes a sumes corporeal form).
combat check or otherwise reveals themself. Bloodthirst: When this adversary inflicts wounds with
And Stay Down: When making a Brawl or Melee com- its fangs, it heals an equal number of wounds.
bat check targeting a prone opponent, add saa to the Bone Spurs: When this adversary is targeted by a melee
results. combat check they may spend hhh or d to cause the
Apex Predator: At the start of their first turn in the en- attacker to suffer 3 wounds.
counter, all opponents must make a Hard (kkk) Dis- Boosted Intellect: May suffer 1 strain to add s to any
cipline check as an out-of-turn incidental. If they fail, Intellect-based check.
they are immobilized until the start of their next turn.
Broken Nisei Conditioning: When inflicting a Critical
If they fail with h, they are staggered until the start of
Injury or Critical Hit, roll twice and choose the more se-
their next turn instead. If you’re using the fear rules (see
vere result.
page 243), this counts as a fear check, and other effects
may apply as well. Brutal Training: When this adversary directs its mount,
the mount may perform an action and a maneuver and is
Apparent Precognition: Once per encounter when
not limited to using its maneuvers to move.
making a combat check, may use Discipline and Will-
power instead of the normal skill and characteristic. Burn It Down: This character adds aa to the results of
checks they make targeting authority figures.
Aquatic: This adversary never treats water as difficult
terrain and can breathe underwater Cage of Roots: Once per round after a character moves
within medium range of this adversary, this adversary
Arcane Weakness: Silver, blessed, or holy weapons and
may perform an out-of-turn incidental to immobilize
ammunition count their Crit rating as 1 when used
that character for the remainder of the encounter. As
against this adversary.
an action an immobilized character can attempt a Hard
Bad Rep: When another character fails a check targeting (kkk) Athletics check on their turn to no longer be im-
this character, that character suffers 2 strain. mobilized.

Adversaries anthology
GENESYS 69
Caissa Icebreaker Suite: When encountering ice, reduce Corporate Oversight: When performing the assist ma-
that ice's strength by 2 and increase the h require to ac- neuver, add shh to the result instead of adding j.
tivate negative effects by 1. Creature of the (X): This adversary reduces the difficulty
Camouflaged Scales: This adversary adds jj to Stealth of Arcana checks by one, to a minimum of Easy (k), and
checks in (X) surroundings. increases the base damage of their Attack spells by three.
Catlike: May make a maneuver to move normally up Cybereyes: May see in infrared and may remove up to
and down vertical surfaces, across ropes, and over other- jj added to this character's check due to darkness.
wise impassable structures. Dark Vision: When making skill checks, this adversary
Catlike Agility: Once per turn, may spend a Story Point remove up to jj imposed due to darkness.
to move to any location within short range as an inciden- Datasniffers: May spend hhh or d from any char-
tal, including locations that are vertically distant or have acter's check to have this character learn their present
no easy access route. location.
Causing Chaos: During a Network encounter, may Dauntless: This adversary upgrades the ability of Dis-
spend an action to make a Hard (kkk) Knowledge (The cipline checks they make to resist fear or intimidation
Net) check; if successful, opponents must upgrade the once.
difficulty of checks made on the system for the rest of the
Deadly Distraction: This adversary decreases the diffi-
encounter twice, and allies must upgrade the difficulty of
culty of combat checks it makes that target a character
checks made on the system for the rest of the encounter
immobilized or staggered by its Irresistible Song by one.
once.
Direct Access: When jacking in from within the same
Charismatic Menace: Allies within short range add s
building as the target server, automatically succeeds
to checks they make; opponents within short range add
when making an access system check.
h to checks they make.
Disperse!: Once per encounter, as an action, may force
Claw Sweep: May spend a from a Brawl check to hit an
all non-NAPD characters within medium range to make
additional engaged opponent that would be no more
an Average (kk) Discipline check as an out-of-turn inci-
difficult to attack than the original target, dealing base
dental; those who fail must spend their next turn moving
damage +1 damage per s.
away from this character or minion group and attempt-
Clockwork fragility: If the automaton suffers a Critical ing to leave the encounter if possible.
Injury, add +20 to the result). Some bird automata also
Dominate: May use the Dominate action once per en-
have the Flyer ability (can fly, see page 100).
counter, making an opposed Charm vs. Discipline check
Cold Killer: Once per encounter when this character in- targeting one character in short range; if successful, the
capacitates a target, they may force all allies of the target target is immobilized for 1 round per uncanceled s, and
to make an Average (kk) Discipline check as an out-of- this adversary may spend t to stagger the target for 1
turn incidental. If they fail, they lose their free maneuver round).
during their next turn; if you're using the fear rules (page
Draconic Heritage: This adversary reduces the damage
243 CRB), this counts as a fear check, and other effects
they take from fire and similar sources by 3.
may apply as well.
Drag: a carnivorous flora can use a maneuver to move
Combat Bioroid: Does not need to breathe, eat, or drink;
a target affected by its thorny vines’ Ensnare quality to
can survive in vacuum and underwater; is immune to
engaged range.
poisons and toxins.
Dreamwalker: Once per session, this adversary can
Community Volunteer: May use Knowledge (Society)
spend a Story Point to either re-roll the dice pool after
instead of Charm, Coercion, Or negotiation during so-
making a check, or to force a PC to re-roll the dice pool
cial interactions with undercity residents.
after the PC makes a check.
Consuming Swarm: May spend a maneuver to make an
Early Warning: Adds j to its operator's checks to deter-
opposed Coordination versus Coordination check tar-
mine Initiative.
geting one engaged opponent to immobilize that oppo-
nent until the end of its next turn. At the start of its next Edutainment: When assisting with or making a com-
turn, the opponent suffers 3 wounds, and the swarm bine Knowledge check add j to the check (information
heals 3 wounds. added typically comes in the form of a song).
Contingency Plan: During any encounter this charac- Elemental Mastery: The first effect this adversary adds
ter or allies may spend a Story Point when an opponent to a spell does not increase the difficulty of the Arcana
would learn their location or identity instead. check.

Adversaries anthology
70 GENESYS
Elemental Runes: Each of these adversaries takes on dif- intended target.
ferent traits depending on its animating rune. Select one Four-armed: This character may make a combined com-
rune for each individual adversary. Fire bat check with its weapons and fists without increasing
Enhanced Auto-Bracing: Using the Auto-fire quality the difficulty.
does not increase the difficulty of combat checks; each Full Weight of the Law: When making a Coercion check
time the Ares triggers and additional hit, it suffers 1 to inflict strain during a social encounter, inflict 2 addi-
strain. tional strain.
Enhanced Strength: May suffer 1 strain to add s to Ghostly: This character ignores the effects of terrain and
Athletics or Brawl checks. darkness.
Enhancecd Healing: May suffer 1 strain before making Ghostly: May move over or through terrain (including
a Resilience check to heal a Critical Injury to add s to doors and walls) without penalty. Halve the damage dealt
the result and increases the number of wounds healed by to this character before applying soak, unless the attack
natural rest by 1. came from a magical source such as a spell or magical
ESW Drone Master: May control two rival drones or weapon.
minion groups of up to 5 drone minions; may spend a Giant Stomp!: Brawl attacks that this character makes
maneuver to direct all controlled drones to perform an have a Critical rating of 3, and if they inflict Critical In-
action and maneuver during their turn. juries +40 is added to the resulting Critical Injury result.
Exploratory Romp: May spend an action to make a Glider: This adversary can fly, but cannot increase their
Hard (kkk) Computer (Hacking) check; if successful altitude while doing so; see page 100 of the Genesys Core
this character and allies learn identity of one piece of ice Rulebook.
on a server per s.
Golden Goose: Opponents must make a Hard (kkk)
Extreme G-modded Physique: Before making an Ath- Discipline check as an action and succeed before being
letics, Brawl, Melee, or Resilience check, may suffer 1 able to make combat checks targeting this character.
strain to add ss to the results.
Good and Bad Cop: May spend aa from Charm, Co-
Eyeless Sight: This adversary does not add j to checks
ercion, Deception, or Negotiation check to upgrade the
due to darkness or concealment, and are immune to abil-
ability of an ally's social skill check targeting the same
ities or Critical Injuries that affect a creature’s sight.
character once.
Fallen Figure of Faith: When making a social skill check
Good at Needling: If this character knows an opponent’s
to inflict strain, inflicts 2 additional strain, unless target
Flaw Motivation, when this character inflicts strain on
knows this character's Fear or Flaw motivations.
the opponent, the opponent suffers 4 additional strain.
Famous: Once per encounter, may spend a Story Point to
force one opponent with earshot to make a Hard (kkk) Grapple: May take the Grapple incidental; until the start
Discipline check as an out-of-turn incidental. If they fail of this adversary’s next turn, enemies must spend two
they must fulfill one of this character's requests, such as maneuvers to disengage.
let them past a checkpoint, stop attacking them, etc. Graven Wards: Increase the difficulty of all spells that
Fatalistic Ferocity: This adversary adds sh to any target this adversary twice.
combat checks they make. Guild Member: When performing a check related to
Flameborn: This adversary does not suffer damage from their specific guild, this adversary upgrade the ability of
natural heat or flame, and doubles its soak for purposes the check twice.
of reducing damage from magical fire. Haunting melodies: This adversary may spend a in a
Flattery Gets You Everywhere: If t his character knows successful Charm check to inflict 1 strain on their target,
an opponent's Strength Motivation, when this character and may do this multiple times.
inflicts strain on the opponent, the opponent suffers 3 Honor and Grit: When this adversary exceeds their
additional strain. wound threshold, they can immediately attempt a Hard
Flyer: Can fly; see the Flying sidebar on page 100 of the (kkk) Discipline check as an out-of-turn incidental,
Genesys Core Rulebook. healing 1 wound per s; if this reduces their current
wounds below their wound threshold, this adversary
Focus Fire: When making a combat check, add a to the
gets back on their feet to continue fighting.
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

Adversaries anthology
GENESYS 71
Hypnotic Gaze: This adversary may make an opposed Let's Make a Deal: If this character knows an opponent's
Charm vs. Discipline check as an action targeting one Desire Motivation, when this character inflicts strain on
character within short range. If successful, the target is the opponent, the opponent suffers 4 additional strain.
immobilized for 1 round per s, and this adversary may Lightning Draw: May draw or sheathe a dagger or sim-
spend t to stagger the target for 1 round. ilar small weapon as an incidental; there is no limit to
I Know What You’re Thinking: When targeting an op- how many weapons this adversary can ready this way
ponent with a social skill check, downgrade the difficulty per turn.
a number of times equal to the number of l in the pool Local Politics: Once per session, may choose one char-
(effectively replacing all l with k). When targeted by a acter operating in their area of influence (community,
social skill check, downgrade the ability of the check a precinct, or county, for example); until the end of the
number of times equal to the number of l in the pool session, the target must upgrade the difficulty of any so-
(effectively replacing all l with k). cial skill checks they make to interact with inhabitants of
Ice Madness: Upgrade the difficulty of social skill checks this area once.
targeting this adversary once. Los Scorpiones Boss: May spend a maneuver to direct
I'll Tell My Parents!: When this character inflicts strain all Los Scorpiones scharacter in the current encounter;
using a social skill check, they inflict 2 additional strain. each may immediately perform a free maneuver or add
Impressively Flexible: May spend a Story Point to gain s to the results of their next check.
access to a formerly secure room or other location Lucky Escape: When this adversary would be defeated
through a previously unnoticed vent shaft, slightly open due to exceeding his wound threshold or strain thresh-
window, or similar entry point. old, or for any reason, he may spend 1 Story Point to
instead escape in a suitably fortunate and cowardly fash-
In the Know: Whenever this character learns a Motiva-
ion. All other (specific adversary type) in the encounter
tion of another character in the encounter, this character
are immediately defeated.
may have that character suffer 2 strain and may heal 2
strain. Lunar Off-Roading: Add jj to any Driving or Survival
checks made on the lunar surface.
Inconspicuous: While in a (specific environment), this
adversary appears indistinguishable from (specific envi- Maul: Add jj to Brawl checks against prone or immo-
ronment element); a character can make a Hard (kkk) bilized targets.
Perception or Vigilance check to identify the adversary. Max Throttle: When piloting or driving a vehicle, its
Irresistible Song: As an action, this adversary may make max speed is increased by 1.
an Average (kk) Charm check. If the check is successful, Mechanical: Does not need to breathe, eat, or drink, and
all characters within long range who can hear this ad- can survive in vacuum and underwater; is immune to
versary’s song suffer 1 strain per s. This adversary may poisons and toxins.
spend aa to immobilize one affected character until Mind Bleed: As an action, may make an opposed Disci-
the end of the following round, and spend t to stag- pline vs. Discipline check against one living target within
ger one affected character until the end of the following medium range. If successful, the target suffers 2 wounds
round. While a character is staggered by Irresistible Song and 2 strain per s, and the this adversary may spend
they must spend all of their maneuvers to move closer to aaaa or t to inflict a Critical Injury.
this adversary.
Mob Mentality: Add j to all checks this character makes
Killing Frenzy: This adversary adds jj to all melee if part of a group of three or more minions.
combat checks, but attackers add j to all combat checks
Monstrous Limbs: This adversary does not increase the
targeting them.
difficulty of combined checks to attack with its claws,
King of the (Specific adversary type)!: Upgrade the dif- tentacles, and jaws, and may spend aa or t to hit with
ficulty of combat checks targeting this adversary once each additional weapon.
for each minion group of (specific adversary type) with-
Mount Bond: When this adversary directs its bound
in short range of them. If the check fails, one individual
mount, the mount may perform an action and a maneu-
minion is defeated.
ver and is not limited to using its maneuvers to move.
Lawful Authority: Add s to the results of any social
Mounted Charge: A mounted death knight adds jj to
skill checks made when interacting with residents of lo-
cal area.
Leading Question: Once per encounter, may spend a
Story Point to learn one Motivation of any one other
character in the encounter.

Adversaries anthology
72 GENESYS
its first melee attack after performing a maneuver to en- check as an out-of-turn incidental or suffer 4 additional
gage the target in the same turn) wounds, and must check again on their next turn if the
Nice Guy: After targeting this character with a Coercion check generates d.
or Deception check, if the check generated uncancelled Pounce: May spend aa from an initiative check to per-
h, double the amount of h generated. form a free maneuver before the first round of combat.
Nisei Line: As an action, may make a Hard (kkk) Dis- Prepared Battlefield: Once per session, when anoth-
cipline check targeting one character within medium er character activates, as an out-of-turn incidental may
range. If successful, this character learns the target's spend a Story Point to knock that character and any char-
Strength, Flaw, Fear, and Desire motivations and all cur- acters engaged with them prone and inflict three wounds
rent goals (in addition to other information at the GM's and three strain on them.
discretion). Psychic: As a maneuver may make and Average (kk)
Non-Lethal Apprehension: Only needs to spend a to Vigilance check to learn the surface thoughts of all other
trigger Disorient, Knockdown, and Stun qualities. characters in medium range.
Not Another!: In an encounter with any number of this Questionable Hygiene: When making a Medicine
adversary type, the GM may spend hh from any check check, must spend hhh or d to decrease the target's
made by a PC to add one adversary to an existing minion strain and wound threshold by 2 each until the end of the
group, or spend d to add a new minion group of three current session.
individuals to the encounter. Quiet Code: When making a Computer (Hacking)
Office Drone: When this character makes a social skill check, h may not be spent to alert other users to this
check, they add ah to the result. adversary's presence.
Ominous Reputation: When an opponent targets this Quiet Killer: May use Stealth instead of Melee or Brawl
character with a check, the opponent suffers 2 strain. when making combat checks against unaware targets.
One Step Ahead: Once per round, after an opponent Red Tape: During social encounters, may spend hhh
performs an action or maneuver, may spend one Story generated by an opponent to discover (or invent) a legal
Point to perform an action or a maneuver as an out-of- violation that requires a fine, fee, or additional autho-
turn incidental. rization form that the opponent must complete before
Opportunistic: This adversary inflict 1 additional dam- accomplishing their goals.
age with successful melee attacks on prone or immobi- Regeneration: At the beginning of its turn, this creature
lized targets. automatically heals 3 wounds.
Opportunistic Predator: When making a combat check Research Team Member: When providing skill assis-
targeting an immobilized character, this adversary deals tance, may reroll up to two of the dice in the pool before
+2 damage per s instead of +1. resolving the check.
Personalized Icebreaker Suit: Always considered to Rile Them Up: Once per encounter, may make an Aver-
have a strength 4 icebreaker that can affect barriers, sen- age (kk) Charm check targeting a group of bystanders
tries, and code gates. If break ice action fails, may spend or other neutral NPCs at medium range; if the check is
aaaa or t to not suffer any effects of failing to successful, one of the bystanders (plus one per addition-
break ice. al s) becomes a Human First Extremist; these NPCs for
Pit Trap Programs: May make an opposed Computers a single minion group and join the ongoing encounter.
(Hacking) versus Computers (Sysops) check targeting These NPCs may have been regular people convinced by
another user on a system; if successful, that user is stag- the rep or they may have been members of Human First
gered for one round per s. all along.
Point Blank Shot: When making a Ranged combat Rise, My Minions!: Once per session, may make a Hard
check targeting an opponent this adversary is engaged (kkk) Mechanics or Medicine check (depending on the
with, increase the difficulty once (instead of twice). type of minions this adversary has); for each uncanceled
Poisoner: As an incidental, may apply poison to all s, one incapacitated minion within medium range heals
weapons. A character wounded by a poisoned weapon all wounds and rejoins the encounter; it may act in the
must make a Hard (kkk) Resilience check as an out-of- current round.
turn incidental or suffer 4 additional wounds, and must Rooted: This adversary cannot perform maneuvers to
check again on their next turn if the check generates d.
Poisonous Stinger: A character wounded by this adver-
sary’s tail stinger must make a Hard (kkk) Resilience

Adversaries anthology
GENESYS 73
move. vals, or minion groups engaged in the encounter.
Ruthless Efficiency: Before making a combat check, Strength of Iron: This adversary can wield a Melee
may spend one Story Point to reduce the number of a (Heavy) weapon in one hand.
needed to activate item qualities or trigger effects by one Subtle Death: When making a Brawl check, may spend
to a minimum of one. aa or t to apply a dose of contact poison to the tar-
Sacrifice: After inflicting wounds on a living creature get; the target must immediately make a Hard (kkk)
(whether an enemy or ally), this adversary adds j to Resilience check as an incidental; if they fail, they suffer
their next magic skill check; after killing a living crea- 5 wounds plus 1 wound per h; d means they must make
ture, this adversary instead upgrades the ability of their the check again at the start of their next turn, as the poi-
next magic skill check once. son remains in their system.
Savage: This adversary increases the damage of its at- Sunlight Sensitivity: While exposed to sunlight, this ad-
tacks by 2 when targeting an immobilized foe. versary reduces all their characteristics by 2 and halves
Sea Legs: This adversary does not add j to checks due their Wound Threshold and Strain Threshold.
to unstable footing on a ship or boat, or in a similar en- Swallow: May make an opposed Brawl check to swallow
vironment. an engaged target. If the check is successful, swallowed
Shadow Training: Enemies add j to magic checks tar- characters are immobilized and suffer 6 damage at the
geting this adversary. start of each round but can escape if the snake is killed
or by making a successful Hard (kkk) Athletics check.
Shapeshifter: Once per round as an incidental, this ad-
versary may increase or decrease its silhouette by 1 and Swarm: Halve the damage dealt to this character before
change its appearance to that of any character or creature applying soak, unless the weapon has the Blast or Burn
of its current silhouette. quality (regardless of whether the quality is activated).
Show Off: This adversary may choose to inflict stun Sweep Attack: This adversary may spend a from a Brawl
damage when resolving a successful melee combat check check to hit one additional engaged opponent that would
or using the Improved Parry ability. be no more difficult to attack than the original target,
dealing base damage +1 damage per s.
Shrewd Negotiator: When making an opposed Negotia-
tion or Streetwise check to purchase or sell and item may Swift: This adversary does not spend extra maneuvers to
suffer 2 strain to add s to the results. move across difficult terrain.
Skitter: Can move across walls, ceilings, and webs with- Swoop Attack: After making a Brawl combat check, can
out penalty. move from engaged to short range of the target as an in-
cidental.
Sniffer Programs: Add jj to any opponent's checks
made on a system the this adversary has control of. Swordbreaker Programs: May make a Hard (kkk)
Computers (Sysops) check targeting one opponent on
Spine-tow: This adversary can use a maneuver to move
the system to damage one of their active icebreakers one
a target affected by its Ensnare quality up to one range
step, plus one additional step per a.
band.
Tactical Direction: May spend a maneuver to direct one
Spiritual Focus: This adversary adds j to Primal checks
friendly minion group within medium range; that group
they make for each (specific adversary type) ally within
may immediately perform a free maneuver or add j to
short range.
its next check.
Spiteful Curse: Add jj to magic actions that target a
Tail catapult: When engaged with an ally that this adver-
character who has previously inflicted wounds on this
sary is bonded with, they may use the steed to perform a
adversary during this encounter.
Ranged attack with the following profile
Stay Back!: When a character within short range at-
Tailored Poison: Once per encounter before making a
tempts to move past this adversary, this adversary may,
Ranged check, as a maneuver this adversary can apply
as an out-of-turn incidental, spend a Story Point from
a tailored poison to an arrow; if the check succeeds, the
the GM pool and knock the character prone.
attack inflicts additional damage equal to the target’s
Stonewalker: This adversary moves normally through highest characteristic and gains the Disorient 3 quality.
difficult or impassable terrain of stone, soil, or similar
Takedown: As an action, may make an Average (kk)
materials.
Athletics check targeting one engaged opponent; if suc-
Strength in Numbers: Adds j to combat checks when cessful, target is knocked prone, suffers 4 strain, and may
there are at least two other friendly nemeses, rivals, or not stand from prone during their next turn.
minion groups engaged in the encounter. Add j to com-
Telepathic Bond: This adversary can perform an inci-
bat checks when there are no other friendly nemeses, ri-

Adversaries anthology
74 GENESYS
dental once per round to add j to the next check made Too Cute: When any character makes a check to recover
by all other (specific adversary) in the encounter. strain while engaged with this character, they recover 2
Telepathic Coordination: This adversary can perform a additional strain.
maneuver to add j to the next check made by all other Too Many Mouths: This adversary can make a combined
(specific adversary) in the encounter. check to attack with any number of its weapons, and only
Telepathic Domination: This adversary may attempt needs to spend a to hit with each additional weapon.
to telepathically dominate a foe once per encounter as Tunnel Fighter: Add jj to combat checks this adver-
an action, making an opposed Coercion vs. Discipline sary makes in enclosed spaces.
check targeting one character in short range; if success- Uncomfortable Inspection: When searching a character
ful, the target is immobilized for 1 round per s, and this or their possessions, that character suffers 2 strain.
adversary may spend t to stagger the target for 1 round.
Undead: Does not need to breathe, eat, or drink, and can
Telepresence: Can operate independently, or can be con- survive underwater; immune to poisons and toxins.
trolled directly by an operator via wireless link; if being
Undying: May spend hhh from any check made by
controlled, this adversary counts as having ranks in a
a PC to return one previously defeated (specific adver-
skill equal to the controller’s ranks in that skill.
sary type) to an existing minion group, removing dam-
Templar Cybernetic Implant: Once per encounter as age from the group accordingly. Spend d to return two
a maneuver, may make a Simple (-) Discipline check to individuals to a minion group.
heal 1 wound per s.
Unexpected Attack: If this adversary has not been yet
Terrifying: At the start of the encounter, all of their op- been identified as a threat, it uses Stealth to determine
ponents must make a Daunting (kkkk) fear check as an initiative
out-of-turn incidental, as per page 243 of the Genesys
Unflappable: When targeted by a social skill check that
Core Rulebook. If there are multiple sources of fear in
inflicts strain, reduce the strain suffered by 2 to a mini-
the encounter, the opponents only make one fear check
mum of 1.
against the most terrifying enemy.
Unholy Animation: When hit by a combat check, spend
That's a Nice Home You Have There: Once per encoun-
ter, may make an opposed Coercion versus Vigilance d to ignore all damage from the attack.
check targeting one other character in the current en- Values Enforcer: When making any social skill or com-
counter; if successful, the target suffers 2 strain per s; bat check targeting an opponent of the church, add sh
may spend aa to affect one additional character in to the result.
the current encounter and have them suffer and equal Vampiric Magic: This adversary reduces the difficulty of
amount of strain, and spend t to stagger one affected all magic skill checks one step.
target until the end of this character's next turn. Vanish: After performing a check, may spend aa or t
...They Pull You Back In: After calling in a favor, this to hide from all other characters in the encounter.
character may make an opposed Coercion versus Disci- Venomous: Enemies who are wounded by this adversary
pline check; if successful the target still owes this charac- must make a Hard (kkk) Resilience check as an out-of-
ter a favor; t means the target now owes a favor of one turn incidental or suffer 4 additional wounds, and must
magnitude great than before. check again on their next turn if the check generates d.
They're All Over Me!: Enemies who start their turn en- Virus Suite: When performing the burn system action,
gaged with this character lose their free maneuver. reduce difficulty of check by 2, and damage the system
Threat of Ban: While in club owner's establishment, one additional step for every additional s (instead of
may spend h from checks targeting club owner to have ss).
character making the check suffer 2 strain instead of 1. Watchful: This adversary adds jj to Perception and
Threatening: When providing assistance on another Vigilance checks to detect the use or effects of Magic
character's Coercion checks, add s to results for each skills.
minion in the group beyond the first. Way Too Cute: When an opponent targets this character
Tinkerer: With access to any sort of tools or parts, may with a combat check, they suffer 4 strain.
make an Average (kk) Mechanics check. If successful, Well Oiled Machine: While within medium range of
creates an item with rarity equal to the number of s. this character, allies may perform a second maneuver
Too Clever: When interacting with this character, char- without suffering strain.
acters may spend a to recover 2 strain, and GMs may Wunderkind: Once per session may spend an action to
spend h to inflict 2 strain. make a Hard (kkk) Computer (Sysops) check; if suc-
cessful all ice or icebreakers controlled by this character

Adversaries anthology
GENESYS 75
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 per-
formed by this character or their organization.
You Thought You Were Out...: When making a Co-
ercion check to maintain a favor after calling it in, the
check is an Average (kk) Coercion check instead of an
opposed check.

Adversaries anthology
76 GENESYS
Index
A Disenfrancisto (Minion)......................................39 Ironbound (Rival)................................................16
Disenfrancisto Survivalist (Rival)......................39
Aaron Marron (Nemesis)....................................33 Djinn (Nemesis).....................................................8 J
Adam Industrial Labor Bioroid (Minion).........33 Dragon Hybrid (Rival)...........................................8
Adonis and Eve Pleasure Bioroid (Rival)..........33 Jackson Howard (Nemesis).................................44
Dwarf Ancestral Specter (Rival)...........................9
Airship Pirate (Minion).......................................64 Ji "Noise" Reilly (Nemesis)..................................45
Dwarf Guilder (Rival)............................................9
Alien Warlord (Nemesis).....................................66
K
Dwarven Dragon Hunter (Nemesis)...................9
Anarch Troublemaker (Rival).............................33
Ancient Dragon (Nemesis)...................................1 E Kati Jones (Nemesis)............................................45
Arcane Scientist (Nemesis).................................67
Kennsir Dwarf (Rival).........................................16
Ares Combat Bioroid (Nemesis)........................33 Elizabeth Mills (Nemesis)...................................39
Kobold (Minion)..................................................16
Assassin (Nemesis).................................................1 Eliza Farrow (Nemesis)........................................10

L
Assistant District Attorney (Rival).....................34 EMS First Responder (Rival)..............................39
Aymhelin Scion (Rival)..........................................2 EWS Raider (Nemesis)........................................40
Exosuit Trooper (Rival).......................................40 Lava Elemental (Rival).........................................16
B Leonx Rider (Rival)..............................................17
F Leonx (Rival).........................................................17
Bane Spider (Rival).................................................2
Liberty Society Rep (Rival).................................45
Barghest (Rival)......................................................2 Farrow’s Guard (Rival).........................................10
Lily Lockwell (Nemesis)......................................46
Baronial Knight (Rival).........................................3 Feral Dragon (Nemesis).......................................11
Lívia Texeira (Nemesis).......................................46
Beastman (Minion)................................................3 Ferrox (Rival)........................................................11
Local Official (Nemesis)......................................64
Bernice Mai (Nemesis)........................................34 Field Anchor (Rival)............................................40
Loonie Revolutionary (Rival).............................47
Berserker (Minion)................................................3 Flesh Ripper (Minion).........................................11
Lord Of Bilehall (Nemesis).................................17
Bloodsister And Nightseer (Nemesis).................4 Floyd 2X3A7C (Nemesis)....................................40
Lorimor Marine (Minion)...................................18
Brigand Leader (Rival)..........................................4 Forest Guardian (Nemesis).................................12
Los Scorpiones Cascares (Minion)....................47
Brigand (Minion)...................................................5
G Lost Knight (Rival)...............................................18

C Gabriel "El Lobo" Santiago (Nemesis)...............41 M


Camdrone (Minion).............................................35 Gang Leader (Rival).............................................63
Magistrate Edmin Cawl (Rival)..........................18
Caprice Nisei (Nemesis)......................................35 Giant (Nemesis)....................................................12
Maintenance Drone (Rival).................................47
Carnivorous Flora (Rival).....................................5 Giant Snake (Rival)..............................................12
Makhim (Minion)................................................18
City Guard (Rival)..................................................5 G-Mod Bodyguard (Rival)..................................41
Manticore (Nemesis)............................................19
Civic Brigadier (Minion).....................................35 G-Modstrocity (Nemesis)..................................42
Mavaris Skain, Necromancer (Nemesis)...........19
Clockwork Animal Automaton (Rival).............65 Gnome Minstrel (Nemesis).................................13
Megacorp Exec (Nemesis)..................................47
Club Owner (Nemesis)........................................36 Goblin (Minion)...................................................13
Melange Overseer (Rival)....................................47
Coachman (Rival)..................................................5 Goblin Witcher (Rival)........................................14
Mercenary Vet (Nemesis)....................................48
Colonial Governor (Nemesis).............................65 Greyhaven Wizard (Nemesis).............................14
Merriod (Nemesis)...............................................20
Combat Drone (Minion).....................................36 Grotesque (Rival).................................................15
Miguel Moreno (Nemesis)..................................48
Combat Drone (Rival).........................................36 Gurak Tol (Rival)..................................................15
Militia (Minion)...................................................64
Corporate Bioroids (Rival)..................................37
Corporate Manager (Rival).................................37 H Minor Elemental (Rival)......................................20
Monica Singh (Nemesis).....................................49
Corporate Sysop (Rival)......................................37
Hacker (Nemesis).................................................42 Mr. Li (Nemesis)..................................................49
Corrupt Official (Rival).......................................63
Hellion (Rival)......................................................42 Mr. Stone (Nemesis)............................................50
Criminal Runner (Nemesis)...............................37
Henry Labor Clone (Minion).............................42
Cyberdog (Rival)..................................................38
Human First Extremist (Minion).......................43 N
Cybermod Bounty Hunter (Nemesis)..............38
Humanity Labor Rep (Rival)..............................43
Naga Priestess (Rival)..........................................20
D
Hunter-Killer Drone (Rival)...............................43
Nano-Swarm (Rival)............................................66
Hyperrat Swarm (Rival)......................................44
NAPD Detective (Rival)......................................50
Danne Bulvert (Rival)............................................6
Death Knight (Nemesis)........................................6 I NAPD Hachi-Inu K8 Unit (Rival)......................51
NAPD Patrol Officer (Minion)...........................51
Deep Elf (Rival)......................................................6
Ice-Blood Warrior (Minion)...............................15 NAPD Riot Police (Minion)................................52
Deepwood Archer (Minion).................................7
Ice Wyrm (Nemesis)............................................15 NAPD SWAT (Rival)...........................................52
Desai Tutor Clone (Nemesis).............................38
Inez Delgado (Nemesis)......................................44 Necromancer (Nemesis)......................................21
Diesel Bro (Minion).............................................38
Infantry (Minion).................................................67
Dimora (Nemesis)..................................................7
Intelligence Agent (Nemesis)..............................63

Adversaries anthology
GENESYS 77
O SXC Trooper (Minion)........................................60
SYNC Globalsec Agent (Nemesis)....................60
Occult Commando (Rival)..................................68
Ogre (Nemesis).....................................................21 T
Olivia "Chaos Theory" Ortiz (Nemesis)............52
Omoi Security Clone (Rival)..............................52 Tamalir Guildmaster (Rival)...............................29
Onoit Shaman (Rival)..........................................22 Teacup Giraffe (Minion).....................................60
Opticon Foundation Watchdog (Rival).............53 Telepath (Nemesis)...............................................67
Orc Outrider (Rival)............................................22 Tenma Driver Clone(Rival)................................61
Orc Spiritspeaker (Nemesis)...............................23 Thieves Guild Cutpurse (Rival)..........................29
Orgcrime Heavy (Rival)......................................54 Thomas Haas (Nemesis)......................................61
Orgcrime Lieutenant (Nemesis)........................53 Toy Drone (Rival).................................................61
Orgcrime Muscle (Minion).................................54 True Fae (Nemesis)..............................................30

P U
Pirate (Minion).....................................................23 Urban Adventurer (Rival)...................................62
Priest Of Kellos (Rival)........................................24 Urban Peccary (Minion).....................................61
Principled Runner (Nemesis)............................54
Private Military Contractor (Minion)...............54 V

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

Rachel Beckmann (Nemesis)..............................55 W


Rashida Jaheem (Nemesis)..................................55
Weik Warrior (Minion).......................................30
Raymond Flint (Nemesis)...................................55
Wendigo (Rival)....................................................31
Razorwing (Rival)................................................24
Witch And Warlock (Rival)................................31
Reanimate (Minion).............................................24
Wraith (Rival).......................................................32
Regulator (Rival)..................................................56
Wyrm Of The Deep (Nemesis)...........................32
Reina Roja (Nemesis)...........................................56
Reporter (Rival)....................................................56 X
Researcher (Rival)................................................57
Retail Drone (Minion).........................................57 Xenomorph Horror (Rival).................................67
Rex Search and Rescue Bioroid (Rival).............57
Ristie Collector (Nemesis).................................58 Y
Rogue Nisei Clone (Nemesis).............................58
Yakuza Assassin (Nemesis)................................62
Royal Marine (Rival)............................................65
Young Dragon (Rival)..........................................32
Rune Golem (Nemesis)........................................25
Young Ristie (Rival).............................................62

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

Adversaries anthology
78 GENESYS

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