CLASSIFIED
SECTION M

Achtung! Cthulhu

Player Field Manual · 2d20 System

"Punch evil in the tentacles."

Part I — Agent's Briefing

Orders This document is your briefing. Read it before the first session. It covers the world, the mechanics you'll need, how to build an agent, what to expect at the table — no adventure spoilers.

The Secret War

It is World War II. The whole world is burning. But behind the headlines, a Secret War rages — between Allied occult intelligence services and Axis cultists, sorcerers, and mad scientists who have learned the truth of what lurks at the edges of reality.

You are an agent: a soldier, scholar, spy, mechanic, or occultist recruited because you saw something you weren't supposed to see, survived something nobody else did, or asked the right question in the wrong library. You fight for Section M (British) or Majestic (American), alongside French resistance and the brave peoples of every occupied nation.

The enemy is not just Nazis. It's the Black Sun, a sorcerous arm of the SS. It's Nachtwölfe, their weird-science rivals. It's the Deep Ones in the Atlantic. It's the alien Mi-Go in the mountains. It's Nyarlathotep, the Crawling Chaos, and behind him, dread Cthulhu himself.

This is pulp horror. The odds are stacked, but your agent is brave, clever, and lucky. Heroes make a difference here. Embrace the cliches. Deliver the one-liner. Make the once-in-a-million shot. Then punch evil right in the tentacles.

Factions

Allies

Section M — Britain's occult intelligence. Answers to the highest levels; operates globally.

Majestic — US counterpart. Newer, better-funded, still finding its feet.

Resistance cells — French, Norwegian, Polish, Yugoslav and more. Local, fractured, brave.

Contacts & guest stars — Alec Towton, Prof. Richard Deadman, Gopal's Gurkhas, Foley's Furies, the Flaming Salamanders.

Axis

Black Sun — occult SS, sorcerers, cultists. Hierarchy: Troopers → Novices → Masters → Canons → Priors.

Nachtwölfe — weird science arm. Advanced armour, strange weapons, experimental vehicles.

Cthulhu cults — Deep Ones, Serpent Folk worshippers, other Mythos-aligned cells.

Mi-Go — fungoid aliens with their own inscrutable agenda.

How The Game Works

The 2d20 System is designed to feel like a pulp movie. You and your fellow players collaborate on a story. The GM presents situations, plays all NPCs, and decides when the dice come out. You roll dice whenever success is uncertain and interesting.

There are only a few concepts to remember to play:

The Dice

You will use two kinds of dice:

d20 — Skill Dice

Twenty-sided dice. You roll 2d20 to resolve most tests. You can buy up to 3 more d20s (max pool 5d20).

Challenge Dice (CD) — Damage & Effect

Challenge Dice are specially-marked six-sided dice. If you only have normal d6s, read them like this:

d6 showsChallenge Die result
11 stress
22 stress
3 or 40 (miss)
5 or 61 stress + Effect

An Effect triggers every special ability listed on a weapon or spell.

Making a Test

  1. The GM tells you which Attribute + Skill to use. Add them together — that's your Target Number (TN).
  2. The GM sets a Difficulty (0–5). Most are 1.
  3. Roll 2d20 (or more if you've bought extra).
  4. Count successes:
    • Each die ≤ TN = 1 success.
    • If you have a relevant focus: each die ≤ your skill value = 2 successes.
    • Each natural 1 = 2 successes.
    • Each natural 20 = a Complication.
  5. If successes ≥ Difficulty → you pass. Any leftover successes become Momentum.
Your agent has Coordination 9 and Fighting 2, with the Handguns focus. TN is 11. You roll 2 and 9. The 2 is ≤ your skill of 2 and you have the focus → 2 successes. The 9 is ≤ TN but above your skill → 1 success. Total: 3 successes. Difficulty was 1 → you pass, and generate 2 Momentum.

Buying Extra Dice

Before you roll, you can buy up to 3 extra d20s. Each one costs Momentum:

You can also pay Threat to the GM to buy dice instead. The GM loves this — it gives them ammo later — but sometimes it's the right call.

Assisting

Another agent can roll 1d20 at their own TN to help. Their successes stack with yours if you score at least one. Describe how you're helping — a hand up a cliff, a word of encouragement, a cover fire burst.

Momentum — Your Resource

Momentum is a group pool shared by all players. Max 6 at any time.

You earn Momentum from excess successes on passed tests (one per extra success). You can spend it on any test, on anyone's turn.

Common Spends

SpendCostEffect
Extra d20 on your next test1 / 2 / 3Up to 3 extra dice, escalating cost.
Obtain Information1 per questionAsk the GM a question — they answer truthfully.
Create Truth2Introduce a narrative fact (a handy crate, a distracted guard).
Reduce TimevariesYour action takes less time.
Bonus Challenge Die1 eachAdd 1 CD to your attack damage (max 3).
Knockdown2Target falls prone.
Disarm2 / 3Knock a weapon from a target's hands (one/two-handed).
Secondary Target2Hit a second target within Reach with full effect.
Think Like a Team Momentum is shared. Your hoarded Momentum might save the occultist's life next round. Trust your team, spend boldly, talk at the table.

Threat — The GM's Resource

Opposite to Momentum, the GM has Threat. They start each session with 2 Threat per player and gain more when:

The GM spends Threat to empower NPCs, summon reinforcements, change truths, or make scenes worse. It's a natural tension mechanic — sometimes the right move is to feed the GM in exchange for a critical advantage now.

Fortune — Pulp Luck

Each agent starts each mission with 3 Fortune (max 5). You may spend 1 per non-combat scene and 1 per round in combat.

SpendEffect
Critical SuccessBefore rolling, set one d20 to a 1 (= 2 successes automatically). Roll the rest normally.
RerollAfter rolling, reroll any dice in your pool.
Extra Major ActionTake a second major action on your turn.
Avoid DefeatIf you'd be taken out, return later in the scene.
Make It HappenIntroduce a new Truth about the scene (must relate to your agent).

Use Fortune for moments that matter. Don't hoard all of them.

Truths

A Truth is a short phrase that describes something about your agent, an NPC, or the scene. Your agent starts with at least four — drawn from Archetype, Background, Language, and Nationality.

Mechanically, a Truth can:

Your agent's truth is Veteran Commando Captain. Parachuting into France? The GM reduces the Agility + Athletics difficulty from 1 to 0. You skip the roll. (You may still roll for Momentum, at the risk of complications.)

You can create new truths during play — by spending 2 Momentum, by spending Fortune (Make It Happen), or when the narrative clearly supports it. Truths can also change or be removed over time.

Combat in a Nutshell

Combat is tense but fast. The GM picks who starts. Turns alternate PC ↔ NPC until all have acted, then the round resets.

Zones & Range

RangeMeans
ReachArm's length — melee range.
CloseSame zone (pistols, SMGs).
MediumNext zone over (rifles, thrown).
LongTwo zones away.
ExtremeThree or more.

On Your Turn

Attacking

  1. Declare target + weapon.
  2. Roll the skill test:
    • Melee — Agility + Fighting, opposed by target's same roll.
    • Ranged — Coordination + Fighting.
    • Mental — Will + Academia, opposed by target's Will + Resilience.
  3. If you hit, roll the weapon's Challenge Dice for stress.
  4. Subtract target's Armour + Cover (or Courage + Morale for mental).
  5. Apply remaining stress; check for injuries.

Cover

Use it. A sturdy object gives Cover 2 (stacked with Armour). Rolling behind something is usually a minor action.

Ammo

You don't count bullets. You have 3 Ammo as a currency used for Salvo shots that add special effects (Area, Stun, Vicious…). Regular shots never run out.

Stress, Injuries & Healing

Your agent has a stress track. Take damage, fill it up.

Injuries Trigger When

Each injury raises your Complication Range by 1. 3 injuries (in any combination of physical/mental) → you are Defeated and out of the scene. If your injuries are mostly physical, you're also dying until stabilised.

Healing

Pulp Not Punishment This isn't Call of Cthulhu. The stress economy refreshes often. Take risks. Be dramatic. If your character falls — spend Fortune for Avoid Defeat and keep fighting.

Magic in the Mythos

If your agent is a spellcaster, you have a Power rating and a tradition:

Casting a Spell

  1. Prepare your mantle at the start of a day (Diff 0 test) — hold spells up to your Power.
  2. In combat: Prepare (minor action), then Cast a Spell (major action).
  3. Roll the spell's skill test. Pay the cost (mental stress) after, whether you succeed or not.
Warning Complication range on spells = normal + the spell's Difficulty. Magic goes wrong dramatically. Every caster can also Counterspell an enemy spell, at the cost of their own next turn.

Building Your Agent

Your agent — "agent" is the in-world term for a PC — is built from ABC + details:

Archetype

The core class. Pick one:

Boffin — Scientists, inventors, mechanics with Ph.Ds. Brains, gadgets, prototypes.
Commander — Officers, leaders, tacticians. Buffs, orders, battlefield control.
Con Artist — Journalists, grifters, socialites. Disguise, persuasion, deception.
Grease Monkey — Mechanics, drivers, fixers. Vehicles and engineering under fire.
Infiltrator — Spies, assassins, scouts. Stealth, lethal precision.
Investigator — Detectives, medics, observers. See what others miss.
Occultist — Spellcasters, seers, Dreamwalkers. The only reliable counter to Mythos magic.
Soldier — Commandos, resistance fighters, veterans. Guns, grit, guts.

Background

What you did before the war: Academic, Athlete, Criminal, Entertainer, Journalist, Physician, Police, Spiritual Leader, etc. Shapes your skills and contacts.

Characteristic

A wildcard trait that marks you out: Bookworm, Dilettante, Dreamwalker, Street Kid, The Lucky One, Young at Heart… Often ties to how you got pulled into the Secret War.

Putting It Together

Pick an Archetype first. Add a Background — even an unexpected one. Add a Characteristic that contradicts or colours them. The interesting agents are the ones whose pieces don't obviously fit.

Soldier + Bookworm + Street Kid. A commando who reads forbidden tomes on the bus to the front, who grew up stealing bread. How did a street urchin get into ancient literature? What put them in uniform? The answers are your biography — and your roleplaying hooks.

Truths & Name

Derive at least four truths from your ABC + nationality + language. Pick a name, a look, a voice, quirks. How does your agent move, talk, dress? What do they carry that they'd never lose?

Pregens

If your GM hands you a pregen — great. Read the truths and talents. Read the quotes. Picture the person. Then make them yours: give them a voice, a phrase, a habit. The sheet is a starting point, not a cage.

At The Table

Session Zero

Before you play, the group talks about tone, limits, and comfort. Achtung! Cthulhu involves WWII, cultists, body horror, and psychological dread. Not every table wants every topic. Be honest about what you want and don't.

Safety Tools

Collaboration & Pulp Tone

The Rule of Cool If you propose something awesome — the GM tries to say yes. Pulp thrives on daring, improvised, slightly-ridiculous plans. Take the shot. Quip while you do it.

Spotlight Etiquette

Quick Cheat Sheet

Skill Test in 30 seconds TN = Attribute + Skill · Diff default 1 · Roll 2d20 (up to 5d20) · ≤ TN = 1 success · ≤ Skill with focus = 2 successes · Natural 1 = 2 successes · Natural 20 = complication · Excess successes → Momentum.
Attack in 30 seconds Declare target + weapon → skill test (Agi+Fig / Coo+Fig / Wil+Aca) → roll weapon CDs → subtract Armour+Cover (or Courage+Morale) → apply stress → check injuries.
Fortune in 30 seconds You have 3 (max 5). Spend 1 per non-combat scene / 1 per combat round. Critical (set die to 1), Reroll, Extra Major, Avoid Defeat, Make It Happen.
Momentum Quick Spends Buy d20 (1/2/3) · Bonus CD (1) · Extra Minor (1) · Obtain Info (1/question) · Create Truth (2) · Knockdown (2) · Disarm (2/3) · Secondary Target (2).
Challenge Die Results 1 → 1 stress · 2 → 2 stress · 3–4 → 0 · 5–6 → 1 stress + Effect.

Part II — System Reference

What is the 2d20 System?

Achtung! Cthulhu uses Modiphius's 2d20 System, a cinematic, pulp-driven engine designed for fast decisions and two-fisted action. Unlike strict simulationist systems, 2d20 leans on narrative currencies — Momentum, Threat, Fortune — that let players and the GM push scenes in dramatic directions.

Your agent (PC) is defined by six attributes, twelve skills, optional focuses for specialisation, truths that describe who they are, and talents that bend the rules.

ToneThis is a pulp game first, horror second. Punch evil in the tentacles. Don't take things too seriously. Embrace the cliches, the cliffhangers, and the Rule of Cool.

Characters

Each agent is defined by:

The Six Attributes

AttributeWhat it means
AgilitySpeed, balance, movement.
BrawnPhysical endurance, health, conditioning.
CoordinationFine motor skills, accuracy, timing.
InsightPerception, instincts, awareness.
ReasonLogic, intellect, applied knowledge.
WillMental strength, self-discipline, sense of self.

The Twelve Skills

SkillUse
AcademiaAcademic study, recall facts, research tomes.
AthleticsRunning, climbing, jumping, physical exertion.
EngineeringMechanics, electronics, explosives, improvised devices.
FightingMelee and ranged combat, defence.
MedicineHealing physical and mental wounds.
ObservationNotice, search, discern detail.
PersuasionInfluence, charm, deceive, spot lies.
ResilienceEndure and recover from physical/mental stress.
StealthMove unseen, hide, disguise.
SurvivalWilderness, tracking, endurance, navigation.
TacticsStrategy, leadership, teamwork.
VehiclesDrive, pilot, maintain vehicles.

Focuses

A focus is a narrower specialisation inside a skill (e.g. Fighting (Handguns), Academia (Occultism), Observation (Sight)). When the focus applies, dice that roll at or under the skill value score two successes instead of one — effectively crits on your skill ranks.

Truths, Talents & Power

Skill Tests

Whenever an outcome is in doubt, make a skill test.

  1. GM picks the appropriate Attribute + Skill. The sum is the Target Number (TN).
  2. GM sets a Difficulty (0–5). Most ordinary tests are Difficulty 1.
  3. Player rolls 2d20 (up to 5d20 if they buy extra dice).
  4. Every die ≤ TN = 1 success.
    • If a relevant focus applies: every die ≤ the skill value = 2 successes.
    • Every natural 1 = 2 successes (automatic crit).
    • Every natural 20 = a complication.
  5. If successes ≥ Difficulty → pass. Excess successes become Momentum.
  6. GM narrates outcome. Player may spend Momentum to enhance. Then apply complications.
Jordan Ash shoots a pistol. Coordination 8 + Fighting 3 = TN 11. Focus: Handguns. She rolls 3 and 10 — both ≤ 11 (success). The 3 is ≤ Fighting 3 and focus applies → 2 successes. The 10 is between skill and attribute → 1 success. Total: 3 successes vs Difficulty 2 → pass, 1 Momentum generated.

Improving the Odds (Buying Extra d20s)

MethodCost / Rule
AssistanceAn ally rolls 1d20 at their own TN. Successes stack, as long as the lead scores ≥ 1. Assisters never roll more than 1d20.
MomentumBuy up to 3 extra d20s: first costs 1, second 2, third 3 Momentum.
ThreatInstead of Momentum, add to the Threat pool (same scale 1 / 2 / 3).
FortuneSpend 1 Fortune to set one die to a 1 without rolling (= 2 successes).
TalentsSome grant bonus d20s in specific circumstances.

Maximum dice pool: 5d20.

Difficulty & Success

DifficultyLabelExamples
0TrivialAuto-success, no roll. No Momentum unless player rolls voluntarily.
1StandardMost common tests.
2ChallengingAiming at a moving target; unfamiliar terrain.
3DifficultNoticeable pressure, adverse conditions.
4DauntingExpert-level task under stress.
5EpicAlmost impossible.

Success at Cost

For tests where failing outright doesn't fit the story, the GM may allow success at cost: the test passes, but adds one automatic complication. No Momentum can be spent on a test resolved this way.

Momentum

Momentum is the players' shared currency. Every excess success above Difficulty becomes 1 Momentum. The group pool caps at 6; excess is lost.

Common Momentum Spends

SpendCostEffect
Buy d20 on next test1 / 2 / 3Up to 3 extra dice; costs escalate.
Buy Challenge Dice (attack)1 each+1 CD to damage pool, max 3.
Create Truth2Introduce a narrative fact (light a flare, spot a gap).
Obtain Information1 per questionAsk the GM a question they must answer truthfully.
Reduce TimevariesShorten how long an action takes.
Confidence1+1 Morale until start of next turn (max 4).
Extra Minor Action1One more minor action this turn.
Knockdown2Target goes prone.
Disarm (1h / 2h weapon)2 / 3Weapon falls to ground.
Secondary Target2Second target within Reach of primary suffers full attack.
Bonus MomentumSome items/talents grant bonus Momentum. Bonus Momentum can't be saved — use it on the triggering test or lose it.

Threat

Threat is the GM's currency. The GM starts each adventure with 2 Threat per player.

How the GM gains Threat

How the GM spends Threat

Fortune

Each agent starts each mission with 3 Fortune, max 5. One Fortune spend per non-combat scene; one per round in combat.

Fortune SpendEffect
Critical SuccessBefore rolling, set one d20 to a 1 (= 2 successes). Roll the rest normally.
RerollAfter rolling, reroll any dice in your pool (d20s or CDs).
Additional Major ActionTake a second major action this turn (or skill test outside combat).
Avoid DefeatWhen defeated, return later in the scene.
Make It HappenIntroduce a new Truth about the scene. Must relate to your agent.

NPCs do not have Fortune.

Truths & Complications

Truths

A Truth is a short phrase — a fact about a character, scene, or environment. It can:

Complications

A Complication is a negative truth introduced by:

Buying off: players may pay 2 Threat to cancel a complication before it fires.

Complication Range

Normally complications trigger on a 20. The GM can raise the range (e.g. 19–20, up to +4) for especially risky situations. Injuries also increase a character's complication range by 1 until treated.

Opposed Tests

Both sides roll an appropriate skill test (base Difficulty 1). Resolve by:

Action & Conflict

Zones & Distances

RangeZonesNotes
ReachArm's lengthMelee range. Non-melee/mental tests within Reach of a hostile: +2 Difficulty.
Close0 zones (same zone)Ideal for pistols, SMGs.
Medium1 zone awayRifles, thrown weapons.
Long2 zonesScoped weapons.
Extreme3+ zonesOutside most weapons' effective range.

Firing outside a weapon's ideal range adds +1 Difficulty per band off.

Rounds & Turns

Ammo

Each agent starts with 3 Ammo. Ammo is currency for Salvo attacks (which add Area, Stun, Vicious, etc. on the weapon profile). Regular shots don't deplete Ammo.

Major & Minor Actions

Minor Actions (1 per turn, +1 for 1 Momentum)

MinorEffect
AimReroll 1d20 on your attack this turn.
Draw ItemPick up/draw an item within Reach.
MoveMove up to Medium range; stand/drop prone. Not usable if you Rushed or are within Reach of an enemy.
PrepareSet up a major action (required for Cast a Spell).

Major Actions (1 per turn; +1 via 1 Fortune, once/scene)

MajorEffect
AssistAid an ally's test with 1d20 at your own TN.
AttackMelee, ranged, or mental attack. See §Attacks.
Cast a SpellRequires Prepare minor action first.
Catch BreathWill + Resilience Diff 2. Remove stress = Resilience (+1/Momentum), or remove a weapon effect.
CommandOrder an allied NPC under your control to take a major action.
Create TruthDiff 2 skill test appropriate to how you're changing the scene.
Go ProneDrop to ground. Ranged attackers >Reach: +1 Difficulty. Melee/Close attackers: –1 Difficulty against you.
PassSkip major action.
ReadyHold a major action until a specified trigger (lost if not triggered before your next turn).
RushAgility + Athletics Diff 2. Move up to Long range. Can't also Move minor.
StabiliseCoordination + Medicine Diff 2. Stops a dying ally's death clock.
Skill TestAny appropriate test at GM's discretion.

Attacks, Stress & Injuries

Attack Sequence

  1. Declare target and weapon.
  2. Skill test:
    • Melee — Agility + Fighting, Diff 1, opposed by target's Agility + Fighting Diff 1.
    • Ranged — Coordination + Fighting, Diff 1 (+ range modifiers).
    • Mental — Will + Academia, Diff 1, opposed by target's Will + Resilience Diff 1.
  3. Inflict stress: roll the weapon's Challenge Dice (CD).
  4. Subtract Armour + Cover (physical) or Courage + Morale (mental).
  5. Apply remainder to target's stress track; check for injuries.
  6. If target won an opposed melee, they may inflict stress back OR move within Close range.

Challenge Dice (CD)

d6 rolledCD result
11 stress
22 stress
30
40
51 stress + Effect
61 stress + Effect

Injuries

You suffer 1 injury if:

Multiple conditions at once = multiple injuries.

Attribute Bonus Challenge Dice

When rolling damage, some attacks add CDs based on a relevant attribute:

Attribute ratingBonus CDs
≤ 8
9+1
10–11+2
12–13+3
14–15+4
16++5

Resistance, Armour, Cover, Morale

Jordan Ash has Armour 3, hides behind a vehicle (Cover 1). Shot deals 5 stress → 5 − 3 − 1 = 1 stress taken.

Going Prone

Weapon Effects

Triggered when a CD rolls an Effect (5 or 6). All listed effects of the weapon apply when any Effect rolls.

EffectWhat it does
AreaHits one extra target within Close range of primary per Effect rolled. Full damage.
Backlash XAttacker takes X stress per Effect (physical or mental, GM's call).
DrainTarget suffers 1 Fatigue per Effect.
IntenseIf any Effect & attack causes injuries → +1 injury.
Persistent XTarget takes X stress at start of their turn for rounds = Effects rolled.
Piercing XIgnore X Resistance (Armour/Cover) per Effect rolled.
SnareTarget can't act (of the appropriate type) except to break free — skill test at Diff = Effects rolled.
StunIf Effects rolled ≥ target's Resilience skill, they lose next turn.
Vicious+1 stress per Effect.

Fatigue & Healing

Fatigue

Each point of Fatigue reduces maximum stress by 1. At 0 max stress: unconscious (defeated). More Fatigue while unconscious: death.

Remove with Brawn + Resilience or Will + Resilience Diff 1 — removes 1 Fatigue plus 1 per Momentum spent.

End-of-Scene Healing

Unless defeated, agents recover all stress at the start of a new scene with sufficient rest. Someone with Medicine can also run a Reason + Medicine test — pick the difficulty; on a success, heal X CDs of stress where X = chosen Difficulty.

NoteStress heals between scenes. Injuries do not. Treat injuries with Medicine tests or rest over longer timespans.

Magic

Magic comes in two flavours:

Types of Spellcaster

TypeTraditionPrep skillStarting Power
TraditionalInherited occult tradition.Insight + Survival2
ResearcherSelf-taught from forbidden tomes.Reason + Academia2
DabblerStumbled into fragmentary knowledge.Will + Resilience1

A caster can push Power to 3 by adding 1 Threat per Effect rolled.

Preparing the Mantle

Before using battlefield spells, the caster prepares a mantle holding spells equal to their Power rating. Preparing is a Diff 0 test, taking minutes = sum of chosen spells' difficulties. Mantle holds until the caster sleeps or is knocked unconscious.

Casting a Battlefield Spell

  1. Prepare (minor action).
  2. Cast a Spell (major action) — roll the test; attribute depends on caster type (Insight / Reason / Will).
  3. Pay the spell's cost (CDs of mental stress) after resolving the test, whether or not it succeeded.

Complication range increases by the spell's Difficulty — Diff 2 spell suffers a complication on 19 or 20. Complications on spells can be spectacular; but if the spell succeeded, the effect still triggers.

Counterspell (Free Reaction)

Once per round, when an enemy you can see casts a spell: roll your Power in CDs. Each Effect rolled raises their spell's Difficulty by +1. A caster who counterspells may not cast a spell on their own next turn.

Ritual Magic (Simplified)

Rituals have a stress track and steps. Each successful casting test rolls Power-many CDs as "damage" to the ritual track. Injury-triggering conditions (5+ stress in one roll; track filled; etc.) complete a step. When all steps are complete, the ritual fires. Cost is paid after every roll, pass or fail.

Quick Reference Cheat Sheet

Skill Test
  1. TN = Attribute + Skill.
  2. Diff 0–5 (default 1).
  3. Roll 2d20 (up to 5d20).
  4. ≤ TN = success. ≤ Skill (with focus) = 2 successes. Nat 1 = 2 successes. Nat 20 = complication.
  5. Excess successes → Momentum.
Challenge Dice
11 stress
22 stress
3–40
5–61 stress + Effect
Attack Checklist
  1. Declare target + weapon.
  2. Skill test (Agi+Fig / Coo+Fig / Wil+Aca).
  3. Roll CDs for stress.
  4. Subtract Armour+Cover (or Courage+Morale).
  5. Apply stress; check injuries.
Injury Triggers
  • 5+ stress from one source (after reduction).
  • Stress track filled.
  • Stress taken on a full track.
  • 3 injuries total → Defeated.
Fortune (3/mission, max 5) Set a die to 1 · Reroll any dice · Extra major action · Avoid defeat · Make It Happen (new truth).

Part III — Pregenerated Agents

Soldiers · 3 AGENTS

Julia Sharp

Soldier

Anglo-French mechanic's daughter born in London. Volunteered for the BEF, discovered a knack for marksmanship and demolitions. Section M recruits her to solve complex problems with ingenuity or main force.

Truths

Diligent MechanicRookie Soldier

Attributes

COO11
BRA8
AGI9
WIL6
REA9
INS8

Skills & Focuses

Academia 1, Athletics 1, Engineering 3 (Explosives, Mechanical Eng.), Fighting 3 (Rifles), Observation 2, Resilience 3 (Discipline), Survival 2, Tactics 1, Vehicles 1.

Languages: English, French.

Vitals

Courage2
Armour2
Stress
Injuries
Fortune3

Talents

  • Army of One — Spend 2 Momentum on attack: add Drain, Piercing, or Stun effect.
  • Demolitions — First bonus d20 free on Engineering tests with explosives; ignore first complication/scene.
  • Strafing Run — Ignore speed/rough-terrain Diff/complication-range penalties on salvo attacks from a vehicle.

Weapons

NameFocusRangeStressSalvoQualities
Browning High PowerHandgunsClose4 CDVicious
M1 CarbineRiflesMedium4 CDVicious

Equipment

Mechanic's Tools (3 bonus Momentum to buy d20s), Overalls, Driving gloves, Goggles, Flak vest.

Sgt.-Maj. Percy Hawkins

Soldier

"It's a job, like others, most of the time a lot more terrifying than my wife would prefer."

British commando veteran of Section M. Has fought the Black Sun before and expects to again. Calm under fire. Wants nothing more than to go home to his family — throws himself into the line of fire to make the world they live in safer.

Truths

Experienced SoldierBritish Commando

Attributes

COO9
BRA9
AGI7
WIL10
REA8
INS8

Skills & Focuses

Academia 1, Athletics 2, Fighting 4 (Handguns, Close Quarters), Observation 2, Persuasion 1, Resilience 3 (Fortitude), Survival 2, Tactics 2 (Covert Ops).

Languages: English.

Vitals

Courage2
Armour1
Stress13
Injuries
Fortune3

Talents

  • Draw Their Fire — After an attack, spend 2 Momentum: enemies attacking your allies get +1 Diff.
  • Defensive — Ranged attacks against you: +1 Difficulty.
  • Foreboding Survival — Once/mission, generate 3 Threat to avoid an injury.

Weapons

NameFocusRangeStressSalvoQualities
Enfield No.2 RevolverHandgunsClose4 CDViciousClose Qtr, Reliable
Thompson SMGClose QuartersClose4 CDStun
Mills Bomb ×3ThrowingClose6 CDArea, StunInaccurate, Munition

Equipment

Ammo Belt (+3 Ammo), First Aid Kit (3 bonus d20 for Medicine, 3 uses).

Cpl. Sarah Walker + CROOK

Soldier

Australian commando raised on remote sheep farms. Deadly close-quarters operator, first into the fight. Quiet and reticent in peace, fierce in action. Beloved companion dog Crook.

Truths

AustralianDeadly CommandoRaised in the Colonies

Attributes

COO10
BRA9
AGI6
WIL11
REA7
INS8

Skills & Focuses

Athletics 3, Fighting 4 (Close Quarters, Hand-to-Hand), Observation 1, Resilience 2, Stealth 1, Survival 3 (Fortitude), Tactics 3 (Battlefield Tactics).

Language: English.

Vitals

Courage2
Armour1
Stress
Injuries
Fortune3

Talents

  • Army of One — Spend 2 Momentum: add Drain, Piercing, or Stun to an attack.
  • Sharpshooter — On Aim, first bonus d20 free. Attack gains or improves Piercing.
  • Companion — Has a trained dog (Crook) as allied NPC under her command.

Weapons

NameFocusRangeStressSalvoQualities
Thompson SMGClose QuartersClose4 CDArea, StunInaccurate
Enfield RevolverHandgunsClose4 CDViciousReliable
Trench KnifeMeleeReach3 CDViciousHidden
BoomerangMeleeReach / Medium2 CDStunThrowing

Equipment

Ammo Belt (+3 Ammo, total 6), Helmet (+1 Armour included).

Crook — Trained Dog

COO11
BRA5
AGI5
WIL9
REA10
INS9

Athletics 2, Fighting 2, Observation 3 (Smell and Taste), Resilience 1, Survival 2 (Tracking).

Bite: Agility + Fighting (H2H, 3 CD). Armour 0 · Stress 1 · Injuries 1 · Courage 1.

Special

  • Courageous — +1 courage (included).
  • Keen Senses (Scent) — Diff to detect smells reduced by 2.
  • Good Boy — +2 courage while Walker is in the scene; if she's defeated, moves to her side and defends her.

Commanders · 3 AGENTS

Agent Frank Bailey

Commander

Raised in Harlem, survived a fatal bus crash that killed his brother. All-star Notre Dame line-backer turned US Intelligence officer. Cool head, imposing presence, inspiring leader.

Truths

US Intelligence officerFormer all-star Athlete

Attributes

COO9
BRA9
AGI8
WIL9
REA8
INS8

Skills & Focuses

Academia 1, Athletics 3 (Physical Training), Fighting 3 (Close Quarters), Persuasion 1, Resilience 2, Survival 2 (Tracking), Tactics 3 (Covert Ops), Vehicles 2.

Language: English.

Vitals

Courage2
Armour1
Stress
Injuries
Fortune3

Talents

  • Born Leader — Spend 1 Fortune to give an ally 1 Fortune.
  • Second Wind — On his turn, 1 Fortune = remove all stress.
  • Might Makes Right — Use Brawn + Athletics on opposed melee. Ignore Heavy quality on weapons.

Weapons

NameFocusRangeStressSalvoQualities
Fighting KnifeMeleeReach2 CDPiercingHidden, Subtle
M1911A1 PistolHandgunsClose4 CDViciousClose Qtr, Hidden
MX SMG (Grease Gun proto.)Close QuartersClose4 CDStunInaccurate

Equipment

Special: can requisition one additional item of Restriction ≤2 for free before each mission. Photo of his dead brother James. American Football.

Marta Archambaud

Commander

Head of the Ardennes Resistance. Clear-headed strategist — not a fanatic. Weighs every decision coldly. Will seize opportunities as the Allies close in.

Truths

Resistance LeaderCoolCalculating

Attributes

COO9
BRA8
AGI8
WIL9
REA8
INS9

Skills & Focuses

Academia 1, Athletics 1, Engineering 1, Fighting 3 (Close Quarters), Observation 1, Persuasion 2, Resilience 2, Stealth 2 (Disguise), Survival 1, Tactics 2 (Leadership, Battlefield Tactics), Vehicles 1.

Languages: French, German.

Vitals

Courage2
Armour3
Stress
Injuries
Fortune3

Talents

  • Opportunist — As a reaction when an enemy has a complication or fails Diff ≥3, spend 2 Momentum to create a tactical Truth for the scene.
  • Exploit Weakness — Attacks vs unaware or weakness-Truth enemies gain Piercing 2.
  • Rousing Speaker — –1 Diff on Persuasion speeches. Major action: Will+Persuasion Diff 1 → all allies gain +2 Morale (+1 per Momentum).

Weapons

NameFocusRangeStressSalvoQualities
Luger P08 9mmHandgunsClose5 CDViciousClose Quarters

Equipment

Medical Kit, Suppressor.

Capt. James Swann

Commander · Soldier

Special Forces veteran from Trinidad. Served as private in WWI with the British West Indian Regiment, now an experienced commando officer in jungle and urban warfare. Diffident off-duty, decisive under fire.

Truths

Caribbean HeritageA True LeaderVeteran Commando Captain

Attributes

COO7
BRA9
AGI10
WIL7
REA8
INS10

Skills & Focuses

Academia 1, Fighting 4 (Handguns), Persuasion 2, Resilience 1, Stealth 1, Survival 3 (Jungle, Urban), Tactics 4 (Army, Leadership), Vehicles 1.

Languages: English, French.

Vitals

Courage2
Armour1
Stress
Injuries
Fortune3

Talents

  • Born Leader — 1 Fortune → ally gains 1 Fortune.
  • Direct — Major action: an ally takes a Major immediately; Swann assists with Tactics.
  • Cool Under Pressure (Survival) — Spend 1 Fortune: auto-succeed a Survival test (no Momentum).

Weapons

NameFocusRangeStressSalvoQualities
Unarmed StrikeH2HReach2 CDSubtle
Fighting KnifeMeleeReach2 CDPiercingHidden, Subtle
Enfield RevolverHandgunsClose4 CDViciousReliable
Sten Mk IIS (Suppr. SMG)Close QuartersClose3 CDArea, StunInaccurate, Subtle

Equipment

Ammo Belt (+3 Ammo), Old Service Revolver, Helmet (+1 Armour included), 6 Ammo.

Occultists · 5 AGENTS

Annapurna Bakshi Researcher · Power 2

Occultist

"All I want is to understand the ancient, fathomless secrets of the universe… shouldn't prove too challenging."

Raised by grandparents after her parents died at sea. Found her parents' Mythos tome — obsessed with Yog-Sothoth. Calculating officer's mind since her teens.

Truths

Calculating StrategistSearching for Arcane Knowledge

Attributes

COO7
BRA7
AGI7
WIL10
REA11
INS9

Skills & Focuses

Academia 3 (Occultism, Science), Fighting 1, Observation 2, Persuasion 3, Resilience 3 (Discipline), Stealth 1, Survival 1, Tactics 3 (Leadership).

Languages: Hindi, English. Power 2.

Vitals

Courage1
Armour5
Stress
Injuries
Fortune3

Talents

  • Band of Brothers — If at scene start group pool < agents with this talent, add 1 Momentum.
  • Bizarre Insight — Once/scene, generate 1 Threat to Obtain Information without a test.
  • Occult Scholar — Researcher spellcaster.

Weapons

NameFocusRangeStressSalvoQualities
Enfield Service RevolverHandgunsClose5 CDViciousClose Qtr, Reliable
KrisMeleeClose4 CDVicious

Equipment

Ritual Tools (3 bonus Momentum), Notes from an occult tome, Leather armour, First aid kit.

Spells

Spheres of Yog-Sothoth
Skill: Fighting. Diff varies (1–3 spheres). Cost 5 CD Drain (+1 Threat per Effect). Attack. Each sphere hits a different enemy at Medium for Power+4 CD Drain & Stun. 2 Momentum: +Piercing 2.
Binding of Yog-Sothoth
Skill: Persuasion. Diff 2. Cost 5 CD Drain. Control spell: all enemies within Close suffer Power+2 mental stress + Snare. Injured enemies are paralysed instead (break: Will+Resilience Diff 3). Momentum: +Piercing 1 / Persistent 3 with Snare.

Helene Abadie Caster

Occultist · Dreamwalker

French North African tormented by lucid prophetic dreams. Black-market operator who hates the Black Sun — not a crusader for Algerian freedom, but someone who's seen enough to know they must be stopped.

Truths

Black Market DealerDreamwalker and spellcaster

Attributes (OCR — verify vs PDF)

COO7
BRA6
AGI7
WIL10
REA8
INS11

Skills & Focuses

Academia 2 (Occultism), Fighting 1, Observation 2, Persuasion 4 (Deceive), Resilience 3 (Discipline), Stealth 2, Survival 3 (Mysticism), Tactics 1.

Languages: French, English.

Vitals

Courage
Armour
Stress
Injuries
Fortune3

Talents

  • A Price to Pay — Successful spell: gain 2 bonus Momentum only for the spell; add +2 CD to cost and cost becomes physical stress.
  • Subtle Cues — After conversing/observing a target, first purchased d20 costs 0 on Persuasion vs them.
  • Bizarre Insight — Once/scene, 1 Threat to Obtain Information.

Weapons

NameFocusRangeStressSalvoQualities
High Standard HDM PistolHandgunsClose3 CDViciousSilenced, Suppressor

Equipment

Ritual Tools, False Identity Documents (3 bonus d20 Persuasion deceive), Disguise Kit (same).

Spells

Gaze of Ammon
Skill: Persuasion, Diff 2 (opposed: Will + Resilience). Cost 5 CD Drain, Stun. Attack spell: single enemy within Medium, Power+2 mental stress, Intense. 2 Momentum: adds Drain (1 Fatigue per Effect).

Gemma Janus Researcher · Power 2

Occultist · Circus Star

"I have gazed upon the beings of the outer dark, and they have gazed back."

Irish-Czech circus prodigy (knife-throwing, lion taming). Inherited an ancient Atlantean grimoire from her mother. Recruited by Section M in London in the mid-30s.

Truths

Circus StarOwns an Occult GrimoireGlimpsed What Mortals Should Not Know

Attributes

COO9
BRA7
AGI9
WIL7
REA8
INS11

Skills & Focuses

Academia 3 (Occultism), Athletics 1, Fighting 1, Observation 3 (Instincts), Persuasion 4 (Charm, Deceive), Resilience 3, Stealth 1, Survival 1.

Languages: English, Czech, Gaelic, Atlantean. Power 2.

Vitals

Courage1
Armour2
Stress
Injuries
Fortune3

Talents

  • Summoner — Researcher spellcaster. On summoning spell: 2 Momentum to secure obedience (minutes/rounds = Persuasion).
  • Star of the Ring — On Persuasion distract/hold attention, 1 Momentum: +1 Diff on enemy Observation.
  • Mystical Power — When casting, +2 Power; allies within Close take 1 mental stress per Effect on cost.

Weapons

NameFocusRangeStressSalvoQualities
WhipExoticClose3 CDSnareSubtle
Throwing KnivesThrowingClose2 CDPiercing, ViciousSubtle

Equipment

Ritual Tools. Contact: Vlodimir Rossof (her former ringmaster, esoteric order). Fabulous Beasts of Unknown Lands — Atlantean grimoire, contains 2 spells, guide to Mythos creatures.

Spells & Rituals

Ritual: Summon Mythos Creature
Has contacted Deep Ones, Mi-Go, Sheehad.
Stream of Consciousness
Skill: Survival, Diff 2. Cost 4 CD Drain, Stun. Blessing: caster + allies within Close (total = Power/2 up) transform to water, reappear anywhere in sight within Long. Targets Stunned next turn.
Isaac's Binding
Skill: Persuasion, Diff 2. Cost 5 CD Drain. Control: all enemies within Close take Power+2 mental stress + Snare. Injured enemies paralysed (break: Will+Resilience Diff 3).

Sven Nilsen Traditional · Power 2

Occultist · Norwegian Runeweaver

Young Norwegian traditional caster raised in old ways by a sorceress mother. Fisherman and hunter. When Black Sun desecrated Viking burial sites near his village, he hunted them down and sacrificed their leader's heart to Odin — becoming one of Norway's fiercest occult adepts.

Truths

Norwegian Resistance LeaderRuneweaverGlimpsed What Mortals Should Not KnowAccess to Runeweaver contacts

Attributes

COO7
BRA9
AGI8
WIL7
REA10
INS9

Skills & Focuses

Academia 5 (History, Occultism), Fighting 1, Observation 1, Persuasion 3, Resilience 4, Stealth 2, Survival 1.

Languages: Norwegian, English. Power 2.

Vitals

Courage1
Armour2
Stress
Injuries
Fortune3

Talents

  • A Price to Pay — Successful spell: 2 bonus Momentum for spell; +2 CD cost as physical stress.
  • Bizarre Insight — Once/scene, 1 Threat to Obtain Information.
  • Mystical Power — +2 Power when casting; allies within Close take 1 mental stress per Effect on cost.

Weapons

NameFocusRangeStressSalvoQualities
BowExoticMedium3 CDPiercing, ViciousReliable, Subtle
Welrod Mk.IIA PistolHandgunsClose3 CDSubtle
Mills BombThrowingClose6 CDArea, StunInaccurate
1½/3 lb Standard ChargeDemolitionClose10 CDArea, Stun, ViciousInaccurate

Equipment

Ritual Tools, 3 Ammo.

Spells

Hammer of Thor (Thurisaz)
Skill: Fighting, Diff 2. Cost 3 CD Drain, Piercing 1. Attack: single enemy/object within Medium, Power+4 CD, Area. Momentum: 1 = swap Area→Piercing 2; 2 = Vicious; 2 = Stun.
Blessing of Eir (laguz)
Skill: Medicine, Diff 3. Cost 4 CD Drain. Ward: removes Power stress from all allies within Close; defeated allies recover. Flawed version: heals everyone (including enemies). Momentum: 2 = heal 1 injury; 2 = extend to Medium.
Wisdom of Frigg (Kaunaz)
Skill: Observation, Diff 1. Cost 3 CD Drain. Oracular: target a creature within Medium; caster gains 3 bonus Momentum (Obtain Info / Create Weakness Truth only). Momentum: 2 = strip Invulnerable for Power rounds; 2 = ally attacks vs target gain Intense or Vicious.

Agent Daphne Rogers Dabbler · Power 1

Occultist · Investigator

Brilliant 22-year-old Section M researcher from Durham. Blue eyes, blond hair, post-grad in ancient history and the occult. Eager to leave the cloisters for the field.

Truths

BritishA Brilliant MindFascinated with Forbidden Knowledge

Attributes

COO8
BRA9
AGI10
WIL6
REA10
INS8

Skills & Focuses

Academia 4 (History, Linguistics, Occultism), Engineering 1, Medicine 3, Observation 4 (Sight), Persuasion 2, Resilience 1, Stealth 1, Vehicles 1.

Languages: English, German. Power 1. Max mantle: 1.

Vitals

Courage
Armour0
Stress
Injuries
Fortune3

Talents

  • Polymath — Once/scene, 2 Momentum: extra focus for the scene (any skill ≥ 2).
  • Booksmart — After Obtain Information in a scene: reduce 1 bonus d20 cost by 1 later in the scene.
  • Occult Dabbler — Dabbler spellcaster (uses Will).

Weapons

NameFocusRangeStressSalvoQualities
Unarmed StrikeH2HReach2 CDSubtle
Colt Detective SpecialHandgunsClose5 CDViciousHidden 1, Reliable

Equipment

First Aid Kit (3 medical resources), Access to a Library (10 research resources), Personal notes on an occult tome, Ritual Tools, 3 Ammo, Binoculars.

Spells

Healing (ritual)
Skill: Will + Medicine, Diff 2. Stress track 6, Steps 2, Cost 1 CD per test. Heals physical or mental stress = Power per completion. Momentum: 2 = heal 1 injury; 1 = defeated allies recover; 2 = affects Medium range.
Counterspell
Once/round when an enemy you can see casts: roll Power CDs. Each Effect = +1 Diff to enemy's spell. Caster can't cast next turn.

Investigators · 2 AGENTS

Det. Giraud Mansour

Investigator

"To see this happen a second time is the greatest tragedy."

Belgian detective, French Army vet of WWI, interwar cop, married, moved far from Germany. When France surrendered, something snapped — moved his family to the US and joined the Free French within days. Older, cynical, with a fierce need to do something.

Truths

Busy Beat CopFrench Sleuth

Attributes (OCR — verify vs PDF)

COO8
BRA7
AGI7
WIL9
REA9
INS10

Skills & Focuses

Academia 2 (Cryptography), Engineering 1, Fighting 2 (Handguns), Medicine 3, Observation 4 (Instincts, Sight), Persuasion 2, Resilience 1, Stealth 1, Survival 1.

Languages: English, French, German.

Vitals

Courage
Armour
Stress
Injuries
Fortune3

Talents

  • Polymath — 2 Momentum: extra focus for scene on any skill ≥ 2.
  • Constantly Watching — Reduce Diff by 1 (min 0) to detect danger/hidden enemies.
  • Sharpshooter — Aim → first bonus d20 free. Attack gains/improves Piercing.

Weapons

NameFocusRangeStressSalvoQualities
Enfield Service RevolverHandgunsClose4 CDVicious
MAS Modèle 1926 RifleRiflesMedium5 CDVicious

Equipment

First Aid Kit (3 bonus d20 Medicine, 3 uses).

Rick Loman

Investigator · Hard-boiled PI

Ricardo Loman — Italian-German private eye who fled to the UK after avenging his father's murder by Brownshirts. Works Brighton and London; has contacts in both police and criminal networks. A cultist case alerted Section M to his talents.

Truths

Cynical Private InvestigatorFascist hater

Attributes

COO9
BRA10
AGI8
WIL8
REA10
INS6

Skills & Focuses

Academia 2, Engineering 1, Fighting 2 (Handguns), Medicine 3, Observation 4 (Instincts, Sight), Persuasion 3 (Deceive), Stealth 2.

Languages: German, Italian, English.

Vitals

Courage
Armour0
Stress
Injuries
Fortune3

Talents

  • Constantly Watching — Reduce detection Diff by 1 (min 0).
  • Polymath — 2 Momentum: extra focus (any skill ≥ 2).
  • Fists Full of Lead — Ambidextrous pistol dual-wield: 2 separate attacks OR concentrate fire (+2 stress, Intense). Not a Salvo, no Ammo cost.

Weapons

NameFocusRangeStressSalvoQualities
Fighting KnifeMeleeReach2 CDPiercingHidden, Subtle
2× Walther P SeriesHandgunsClose3 CDViciousClose Qtr, Hidden, Reliable

Equipment

His father's pocket watch, Analytical Tools, Burglar's Tools, Covert Clothing, ID documents.

Boffins / Engineers / Grease Monkey · 4 AGENTS

Cpl. Andrew Collins

Boffin

"I grew up learning how to fix things because we couldn't afford anything new. I never knew those skills would still be useful half a world away."

Grew up poor on the fringes of a US city. Mechanic and electrician before the draft. Unnatural ability for languages got Majestic's attention — can read a Nachtwölfe field manual on the fly. Can be indecisive: 30 minutes to pick a diner meal.

Truths

Diligent MechanicStreet KidAmerican

Attributes

COO7
BRA11
AGI11
WIL8
REA8
INS6

Skills & Focuses

Academia 2, Engineering 4 (Electrical Eng., Mechanical Eng.), Fighting 1, Medicine 2 (First Aid), Observation 2, Resilience 1, Stealth 2, Vehicles 2 (Cars).

Languages: English, French, German.

Vitals

Courage2
Armour
Stress9
Injuries
Fortune3

Talents

  • Prototype — Diff 2 Engineering → experimental device; apply a teammate's talent to anyone using it. Roll breakdown CDs after each use.
  • Demolitions — First bonus d20 free on explosives Engineering; ignore first complication/scene.
  • Everything I Need is Here — Carry +1 major item (stacks with Brawn bonuses).

Weapons

NameFocusRangeStressSalvoQualities
Enfield No.2 RevolverHandgunsClose5 CDViciousClose Qtr, Reliable
Lee-Enfield RifleRiflesMedium6 CDViciousReliable
Mills BombThrowingClose6 CDArea, StunInaccurate, Munition 3

Equipment

Electrician Toolkit (bonus d20 electrical, 3 uses), Mechanic Toolkit (bonus d20 mechanical, 3 uses), Demolition Kit (bonus d20 demo, 3 uses).

Dr. Lydia Carrington

Boffin

"There's nothing mad about science, only the discovery of the wonders of the universe."

Daughter of the eminent Prof. Simon Carrington. PhD in her mid-20s, recruited by Section M as a weapons specialist. Electronics + explosives enthusiast. Bookish in person, hares around Kent in Alec Towton's vintage sports cars.

Truths

British BoffinScientific visionary, Explosives Enthusiast

Attributes

COO7
BRA10
AGI11
WIL6
REA10
INS7

Skills & Focuses

Academia 4 (Science), Engineering 3 (Electronics, Explosives), Medicine 2, Observation 2, Persuasion 1, Resilience 1, Tactics 1, Vehicles 2 (Cars).

Languages: English, German, Spanish.

Vitals

Courage
Armour0
Stress
Injuries
Fortune3

Talents

  • Did the Reading — Once/scene, use Academia instead of any other skill (with focus).
  • Prototype — Same as Collins'.
  • Saboteur — Attacks on objects/structures/stationary vehicles: use Engineering over Fighting, Reason bonus CD. 2 Momentum: convert any CD to Effect (up to Engineering rank).

Weapons

NameFocusRangeStressSalvoQualities
Enfield No.2 RevolverHandgunsClose4 CDViciousClose Qtr, Reliable
6× Mills BombsThrowingClose6 CDArea, StunInaccurate, Munition

Equipment & Contacts

Academic Contact: Prof. Frank Travers (her former professor). Explosives Contact: Major Davina Wilson (Section M ordnance). Electrician's Tools, Demolition Kit.

Armand Cappelle

Boffin · Resistance

Marta Archambaud's right-hand man. Older, stalwart, loyal. Decades of French/Belgian railway engineering experience. Would follow Marta to hell and back.

Truths

Resistance FighterExplosives ExpertRailwayman

Attributes

COO10
BRA8
AGI9
WIL8
REA7
INS8

Skills & Focuses

Academia 2 (Science), Athletics 1, Engineering 4 (Explosives), Fighting 2 (Close Quarters), Medicine 1, Resilience 3, Stealth 2, Tactics 2 (Technical Projects).

Languages: French, German.

Vitals

Courage1
Armour2
Stress
Injuries
Fortune3

Talents

  • Saboteur — Attacks on objects: Engineering over Fighting, Reason bonus CD, 2 Momentum → convert CD to Effect.
  • Demolitions — First bonus d20 free on explosive Engineering; ignore first complication/scene.
  • Dilettante — May declare small useful items on his person at GM's discretion.

Weapons

NameFocusRangeStressSalvoQualities
Welrod Mk.IIA PistolHandgunsClose3 CDViciousClose Qtr, Subtle

Equipment

Demolition Kit, Electrician's tools.

Pvt. Dan Gregg

Grease Monkey / Boffin

25-year-old rangy mechanic — small Spiv's moustache, unlit Woodbine in his lips. Pre-war engineering firm, doesn't consider himself much of a soldier. Shady side, mafia connections. Adept at sneaking and getting the thing you need right now.

Truths

AmericanTechnical ProdigyMafia Connections

Attributes

COO8
BRA10
AGI10
WIL7
REA9
INS7

Skills & Focuses

Academia 2, Engineering 4 (Electronics, Explosives, Mechanical Eng.), Fighting 1, Medicine 2, Observation 3 (Instincts), Stealth 2, Vehicles 3.

Languages: English, Italian.

Vitals

Courage
Armour1
Stress
Injuries
Fortune3

Talents

  • Prototype — Create device with a truth; anyone using applies the truth; durability CDs after each use.
  • Jury Rig — Generate 2 Threat to –1 Diff on a machine repair (min 0). Repair lasts the scene; fails after (GM spends 2 Threat).
  • All the Best Hiding Spots — Enemies Stealth tests in sight of Gregg: +1 Diff.

Weapons

NameFocusRangeStressSalvoQualities
Unarmed StrikeH2HReach2 CDSubtle
Thumb KnifeMeleeReach1 CDPiercingHidden, Subtle, Throwing
M1911A1 PistolHandgunsClose5 CDViciousHidden, Accurate
Thompson SMGClose QuartersClose5 CDArea, StunInaccurate
1½ lb Demolition ChargeDemolitionClose10 CDArea, Stun, Vicious

Equipment

Mechanic's Tools (3 resources), Electrician's Tools (3 resources), Lockpick Knife (thumb knife + lockpick; acquired illegally), 3 Ammo, Heavy Leather Jacket (+1 Armour).

Infiltrators & Con Artists · 3 AGENTS

Léonard "The Leopard" Corriveau

Infiltrator

Never gets comfortable anywhere. Thief, spy, killer-for-hire, now Section M's agent behind enemy lines. The lines on the map keep changing, which suits him.

Truths

Silent KillerRaised on the Streets

Attributes

COO10
BRA8
AGI10
WIL8
REA7
INS8

Skills & Focuses

Athletics 2, Engineering 1, Fighting 3 (Hand-to-Hand, Melee Weapons), Observation 2, Persuasion 1, Resilience 1, Stealth 4 (Camouflage, Rural Stealth), Survival 2, Tactics 1.

Languages: French, English.

Vitals

Courage
Armour0
Stress
Injuries
Fortune3

Talents

  • Acrobatic — 2 Momentum: bypass a jumpable/climbable obstacle without a test, no tools.
  • Hit and Run — After successful attack on an unaware target: 1 Momentum to move within Close even after already moving.
  • Tracker — First bonus d20 free on Survival tracking tests. In extended tracking tasks: +1 stress per Effect.

Weapons

NameFocusRangeStressSalvoQualities
Concealed PistolHandgunsClose3 CDPiercing 1, ViciousClose Qtr, Hidden
GarotteH2HClose3 CDSnareHidden, Subtle
Fighting KnifeMeleeClose2 CDPiercing 1Hidden

Equipment

Camouflaged clothing, Climbing equipment, Burglar's tools (3 bonus Momentum), Identity documents (3 bonus Momentum, limited use), Lucky charm.

Bodie Dietrich

Con Artist

German national who escaped the Nazis. Sharp-witted journalist and stage performer, writes scathing critiques of fascism. Equally at home behind a typewriter or searching an apartment for leads.

Truths

German National Who Escaped the NazisAward-Winning Journalist

Attributes

COO8
BRA7
AGI7
WIL11
REA8
INS10

Skills & Focuses

Academia 2, Athletics 1, Observation 4 (Instincts, Sight), Persuasion 4 (Charm, Deceive), Resilience 1, Stealth 3, Tactics 2.

Languages: German, English.

Vitals

Courage2
Armour
Stress
Injuries
Fortune3

Talents

  • Chameleon — Spend 1 Fortune in disguise: establish an appropriate alias with papers already in place.
  • Cool Under Pressure (Stealth) — 1 Fortune: auto-succeed a Stealth test (no Momentum).
  • Ransack — Observation search: 2 Threat to –1 Diff and halve the time.

Weapons

NameFocusRangeStressSalvoQualities
Walther P SeriesHandgunsClose5 CDViciousClose Qtr, Hidden, Reliable

Equipment

Disguise kit (3 bonus Momentum), Camera, Poignant memento from a fallen friend.

Marie-France Bardon

Con Artist · Nurse-Spy

Brave nurse from Etellbruck. Plays the naïve young woman to extract information from German officers. Her nursing occupation gives her freedom of movement across the Ardennes. Behind the façade: an intelligent, wily operator.

Truths

Resistance FighterMistress of Disguise

Attributes

COO10
BRA7
AGI7
WIL9
REA9
INS10

Note: OCR rendered Insight as "1"; assumed typo for 10 (consistent with Con Artist profile).

Skills & Focuses

Academia 2, Fighting 1, Medicine 3 (First Aid), Observation 2 (Instincts), Persuasion 3 (Deceive), Resilience 2, Stealth 2 (Urban Stealth), Tactics 1.

Languages: French, German.

Vitals

Courage1
Armour2
Stress
Injuries
Fortune3

Talents

  • Chameleon — 1 Fortune in disguise: establish alias with papers.
  • Medic — Successful Stabilise + 2 Momentum: treat 1 physical injury on that ally (defeated ones stay defeated).
  • Defensive — Ranged attacks vs her: +1 Difficulty.

Weapons

NameFocusRangeStressSalvoQualities
Welrod Mk.IIA PistolHandgunsClose3 CDViciousClose Qtr, Subtle

Equipment

Disguise Kit, First Aid Kit, Medical Kit, Identity Documents. Assortment of photographs used to embellish whatever cover story she's selling.

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