Character Creation
Table of Contents

Background

Backgrounds represent the roots of your character. They generally are rather flexible, and serve as a storytelling and generational aid to give your character a simple beginning idea or concept that you can then build on and elaborate as you see fit.

Each Background provides a mechanical bonus, and a set of traits. From these traits, you choose 2 positive and 2 negative ones.

Born to the Cosca

You've always lived in the shadow of the Cosa Nostra- but you're more than a shopkeeper shaken up for cash or an associate. Someone close to you- a family member, maybe your big brother or even your dad- worked or works in the Family. Maybe you're the 3rd nephew of the Boss himself. Hell, chances are you've been working for them indirectly too since you were a kid. Either way, you've grown up in a secretive and unique subculture- and it's left its mark on you.

Born to the Cosca Skills
PCs with this background gain the Talented (Common Lore: Mafia) and Peer: Cosca talent.

Born to the Cosca Positive Traits

1. Fed with the Lead Spoon
Your life with the Cosca has involved violence- or at least, a violent education. Maybe you've had to fight and kill for the Family, or maybe you were given training 'just in case'. Either way, you have a talent for gun-play that will serve you well in life.
+5 to BS and gain the 'Jaded' talent.

2. Someone's Son, Someone's Daughter
Your relative in the Cosca is not only alive, but wields some influence- maybe they're a Capo or part of the Underboss's crew.
You start play with a Contact. This Contact has to be a relative, and has to be part of the Cosca.

3. No one messes with my Cosca!
Your family is extremely important to you. It's more than just a way to get rich- you truly believe it's worth protecting for its own sake, and anyone who stands in its way are less than dead.
You gain the Hatred (Enemies of the Cosca) talent.

4. Lives the Omerta
The Omerta is a special code of honour that the Mafiosi live by; for you, it's in your blood.
You gain a +10 to Willpower tests to resist Fear and Pinning, and you start the game with 1d5 more Respect.

5. Home Turf
You -know- the turf of your Cosca. Hell, it's basically burned into your mind by now.
You automatically pass all tests to discern location, distance, direction etc. Whilst within your Cosca's home territory. Furthermore, you gain a +10 to Willpower tests within its boundaries.

Born to the Cosca Negative Traits

1. Know your Place
You know where you stand in the hierarchy- it's been ingrained into you.
Mafiosi of a higher rank than you have a +20 to command rolls against you; furthermore, bluff, blather and intimidate checks against said Mafiosi have a -10 penalty.

2. Nemesis
Either you did something, or your relative did; whatever it was, it earned the enmity of someone. Someone who was quite willing to hold a grudge- and had the resources to fuel a retaliation.
You start play with an Enemy. Furthermore, roll a d10. On a roll of 1-3, the enemy has Hatred (Your Cosca). On a roll of 4-7, you gain 1d2 Enemies linked to the first one. On a roll of 8-10, your Enemy is within the Cosca itself.

3. Falling Out with the Police
your long history with your Cosca has gained you the special attention of the local law enforcement agencies; essentially, you're rooted into an adversarial relationship with the boys in blue.
You gain a -10 to all fellowship tests when conversing with representatives of the law; furthermore, said representatives automatically possess a disposition of -2 towards you.

4. Stifled Childhood
Being raised in the Cosca has had adverse effects on your personality.
You take a -5 to Willpower or Fellowship.

5. Uncomfortable Territory
The only place you feel safe anymore is the home turf of your Cosca. Outside of its boundaries, you feel just a little paranoid…
You take a -10 to Fear and Pinning tests outside of your Cosca's home turf.

Desperate Migrant

You grew up in a foreign country, far away from the urban sprawls of the United States. There's an endless variety of places you could've come from; maybe you grew up the industrial centres of the Rhineland, witnessing the grubby aftermath of the First World War; or perhaps the undeveloped countryside of Sicily, scrabbling for a living in the country's neglected south lands; or maybe you grew up under the fist of a Chinese warlord, in a land torn by civil war between nationalist and communist. Wherever you came from, you left it behind, migrating to the United States, looking for a brighter future away from poverty or war… But not everything went to plan. The Great Depression has devastated the USA, and left millions without work. And it's in this sorry state that you turned to crime- and eventually caught the eye of the Cosa Nostra.

Desperate Migrant Skills
PCs with this background gain the Speak Language (Homeland) and Common Lore (Homeland) skills.

Desperate Migrant Positive Traits

1. Hard Lives Breed Hard Men
Living wasn't easy in the old country. You had to grow up fast, and you had to grow up strong. It's a life that's made you tough as hard nails, however- a valuable trait in the hard-knock arena of America's cities.
+3 to Toughness and Strength

2. Fought in the Wars
At some point or another, you fought in one of the many wars of the period. You might've been one of the many millions to have fought in the First World War; or maybe you fought in the Russian Revolution, or in one of China's desperate wars against Japan. Nevertheless, that sort of experience sticks with you, and can be put to good use here in America.
You begin play with the Basic Training (General), as well as either the Pistol Training (General) or Melee Training (Primitive) talents.

3. Resourceful
When you have very little to work with, you learn to make do.
You gain a +10 to all re-rolls made when spending a Fate Point. When spending a Fate Point to add 1 degree of success, you add 2 instead.

4. Hardened Laborer
You've done whatever you can to keep afloat. This could've been farming in the old country, or factory work in America, or a myriad of grubby, low-paid jobs. But they've given you skills that you have to admit come in handy.
You gain two Trade skills of any type. Alternatively you may pick one Trade skill and another skill from the following list: Tech Use, Performer, Barter. Furthermore, pick one of these skills; you are now considered Talented in its use.

5. Home Away from Home
Many migrants to the USA formed communities, leading to the creation of places such as Little Italies or Chinatowns. You're welcomed and accepted in these places, and they're always willing to help you out.
You gain a +10 to all fellowship tests when dealing with migrants of your nationality, and they automatically start at a Disposition of +2 towards you.

Desperate Migrant Negative Traits

1. Questionable Background
You've done things in the old country. They might be things you're not proud of; alternatively, they might be things you -are-, but aren't acceptable in the United States. You could be a communist or an anarchist of some kind- or part of a particularly disliked minority.
You gain the Dark Secret drawback, the nature of which should be discussed with the GM. Should it ever be revealed in a large-scale manner, you will gain Enemies due to it.

2. Financial Obligation
Money is, and always has been, hard to find for you- and thanks to your obligations, you end up with less money than anyone else. You might have extravagant loans to pay back to a bank (or even worse, a loan shark); or you might be sending money back to your family in the Old Country.
You are required to give up a certain percentage of your monthly income. Roll a d10. On a 1-5, this percentage is 25%; on a 6-8, this percentage is 40%; on a 9-10, you have a fixed amount to pay equal to d10*1000, which may incur interest depending on the sadism of your GM and the nature of the obligation.

3. Rustic Origins
Your place of origin could hardly be considered technologically advanced- at least, nowhere near as advanced as the US's cities. You feel out of place and overwhelmed by it all. Surely your way was much simpler?
You take a -10 to all rolls for tech use, drive, pilot skills. Furthermore, you gain a -10 penalty to navigation within cities.

4. Old World Trauma
Whatever forced you from your homeland was genuinely traumatic in origin- and its scars still persist even to this day.
You start play with 1d10 insanity points.

5. Maladaptive
You've been slow to adapt to the United States- to its customs, its norms, its culture.
The following skills cost twice as much XP to attain for you: Disguise, Lip-Reading, Inquiry, Common/Scholastic Lores related specifically to the USA.

Wannabe Wiseguy

You were someone who was part of the underworld long before you joined the Cosca. Maybe you were a gun for hire; maybe you did odd jobs of questionable legality; perhaps you were a bootlegger, distilling and selling prohibited liquor; hell, you could've even been just some guy who was part of the Cosca's protection racket. Either way, your established talents, contacts, and experience now serve the Cosca, whether willingly or not.

Wannabe Wiseguy Skills
You begin play trained in any two of the following skills: Chem Use, Deceive, Stealth, Gambling, Inquiry, Shadowing.

Wannabe Wiseguy Positive Traits

1. Jack of All Trades
You've been around, and picked up a few knacks here and there in the course of your life. Surviving in the underworld breeds a certain sort of elastic skill-set into you.
You gain a +10 to all untrained basic skills, and once per session, may pick any skill. You treat that skill as if you were trained in its use.

2. Aware of Danger
You are -always- on your toes. No matter the situation, no matter the place- you know danger could be just around the corner, and therefore, it's up to you to make sure you're well and safe before it strikes.
You gain a +10 to Awareness checks and a +1 to Initiative rolls.

3. Fast Learner
You pick up new abilities at an unusually rapid rate.
Once per session, you may halve the price of one experience purchase of 200 or less.

4. I Know A Guy
In your experiences, you've learned to maintain an expansive set of contacts and acquaintances- helpful for all manner of tasks…
You gain a +10 to Fellowship and Intelligence checks when dealing with members of the underworld. Furthermore, Time Management checks of this nature benefit from the same bonus providing you can contact some part of the underworld.

5. Fell Off a Truck
You have the knack of finding special 'deals' when it comes to purchasing the goods.
-20% to all item purchases.

Wannabe Wiseguy Negative Traits

1. Clashes with the Cosca
Before you joined the Cosca, you were something of an agitator in their eyes. Maybe you stole or robbed people on their turf; maybe you tried to go it alone with the bootlegging, or maybe you just didn't go along with a protection racket. Whether you came around willingly or were coerced is a mystery; but now that you're part of the Cosca, a rather awkward relationship exists between you and your fellows.
Your fellow Cosca start at -1 disposition towards you, and you start play with 1d5 less respect.

2. A Conman's Reputation
When people see you, they're naturally suspicious of you. People who know your name squint at you, and as you see that light of recognition dawn in your eyes, you know you're dealing with a tough customer.
You take a -20 to bluff, blather and intimidate checks against people who know of you purely by reputation.

3. Selfish Coward
You've got obligations to yourself first and foremost. Why the hell should -you- stick around when the going gets tough for a bunch of people who'd probably abandon you anyway?
You take a -20 to Fear and Pinning checks.

4. City Slicker
You're at home in the city. Hell, you've probably never been outside of it. Sure, the countryside is pretty to look at, but there are bears and stuff out there.
You take a -10 penalty to all Survival tests; and whilst outside of a settlement of more than 10,000 people you take -5 to all intelligence tests.

5. Cracks under Pressure
You talk a big game, and you can even walk the walk sometimes, but when the going gets -really- tough and the shit hits the fan, you really just start to break down.
Whenever you take insanity points, you gain an extra 1d5, no matter the situation. Similarly, whenever you lose respect points, you lose an extra 1d5.

Ambitious American

It's certainly true that other mobsters can be American, and they're certainly ambitious, but you really take the cake. There's no question as to your willingness to join the Cosca. Whereas others might've been coerced into joining it via desperation, threats, or simply not knowing anything else, you deliberately sought out the criminal life with the goal to join the Mafia. Unlike other people, you had a viable choice. You could've gone and live a legitimate life on the straight and narrow, but instead you've decided to hell with that. Maybe life just wasn't exciting enough for you in your 9-to-5. Maybe you felt you weren't advancing fast enough, or maybe you think the best way to riches and power is via the Mafia. Or maybe you just want to be like those gangsters in the movies.

Ambitious American Skills
You begin play trained in two of the following skills: Charm, Carouse, Bluff, Intimidate, Evaluate, Interrogation, Logic, Trade.

Ambitious American Positive Traits

1. Dynamic Personality
It takes a special kind of person to willfully indulge in this kind of life, and it shows. People just cannot help but find you to be an impressive (or at least noteworthy) individual.
+3 to Willpower and Fellowship.

2. Moneymaker
You have a special knack when it comes to money. Maybe you have the golden thumb; maybe people find you very intimidating; or maybe you're just a really good bookkeeper. But when money flows through your hands, a surprising amount stays around.
Whenever your character gains money through rewards or time management, they gain 20% more than other characters.

3. Smooth Criminal
Your mannerisms, personality and talents lend themselves well to your chosen career.
Pick two skills from the following list: Charm, Carouse, Bluff, Intimidate, Evaluate, Interrogation, Logic, Trade. You gain Talented (Skill) for each.

4. Blaze of Glory
Sometimes you're off your game. Sometimes you're on it. And when you're on it, you're -really- on it.
Whenever you succeed on a test, for every 2 degrees of success you gain a +10 to your next roll of the same test. This bonus cannot be applied if you are fatigued.

5. Reliable
You know you have what it takes, even when it seems the chips are down and people are cracking.
You gain the Resistance (Fear) talent. And, once per session, you may re-roll a failed fear or pinning test.

Ambitious American Negative Traits

1. Overconfidence
Sometimes, your belief in your own ability leaves you exposed to danger- after all, it's not like you'll ever be hurt, right?
You take a -10 to Parry and Dodge rolls.

2. Untrained
You've probably never wielded a firearm- or even a simpler weapon- in your life. Even for practice or fun. They're naturally clumsy in your hands.
You take a -3 to BS or WS.

3. High Standards
Even before you became a gangster, you lived the good life, and as far as you're concerned you see no reason to change.
Your character takes a -10 penalty to associated tests when using items of average quality, or -20 when using items of poor quality. These penalties include imbibed items such as drink, food, etc.

4. Not all Fun and Games
For some reason, you thought the Mafia was… Somewhat better than this. This isn't like the movies at all!
Whenever your Cosca performs an underhanded or dubious act, you must roll a Willpower test. On a failure, you gain a -10 to all tests for the duration of the session.

5. Law-Abiding Citizen
Despite your new criminal career, you find it hard to shake the civilian trappings of the life you left behind.
Legal authority figures (politicians, law enforcement, etc) gain a +20 to charm, bluff, interrogate and intimidate tests towards you.

Assets and Drawbacks

Assets and Drawbacks are extra fields that allow you to flesh out your character's personality and background. You are not required to take any, but it is strongly encouraged, and if you do you are allowed a maximum of 400xp of drawbacks and as many assets as you are willing to purchase. These may only be purchased at creation and cannot be purchased later.

Assets List

Actor (100XP)
You have had experience in acting- whether as a professional, on-stage performer, or on a more 'informal' level.
You gain training in any two Fellowship skills of your choice.

Acrobatic (100XP)
You're flexible and lithe, and feats of acrobatic skill come naturally to you.
You gain training in the Acrobatic skill, and gain the Talented (Acrobatics) talent.

Accomplished Driver (100XP)
You're at home behind the wheel of a vehicle.
You gain training in the Drive skill, and gain the Talented (Drive) talent.

Ambidextrous (100XP)
You're talented with using both of your hands.
As per the DH Talent.

Athletic (200XP)
You possess an excellent physique. Maybe you just tend to work out, or maybe you're actively engaged in a sport.
You gain the following talents:
Athletic Endurance: +10 to toughness tests to resist fatigue
Beyond the Limit: +20 to Time Management "Physical Training" rolls.

Bootlegger (100XP)
Prohibition has made finding and purchasing alcohol legally impossible. Taking advantage of the obvious potential there, you've managed to become rather talented at distilling and brewing your own giggle-juice.
You gain training in the Chem-Use Skill, and components for alcohol are 25% cheaper for you.

Common Sense (200XP)
You know a bad gig when you see it.
Once per session, you may spend a fate point and consult the GM regarding a specific course of action. The GM is obligated to inform you whether the action is a poor idea and why, but only in the context of what your character would know.

Catlike Tread (100XP)
You've always known how to move without making a sound. A fly's footfall would be distinctly heard next to yours.
You gain training in the Silent Move skill, and gain the Talented (Silent Move) talent.

Driven (200XP)
You see no reason to give up just because the situation seems impossible.
Your character gains a conditional Fate Point that may only be spent in situations to overcome incredible odds or when refusing to back down from a superior enemy. This conditional fate point may never be burnt, and must be announced as being used specifically as opposed to the characters normal pool of Fate Points.

Educated (100XP)
You're an educated individual. Maybe you went to college- or even further. Or maybe you're just a really big reader with endless access to a library.
Gain proficiency in, and the "Talented" Talent for any one Intelligence skill.
Special: Can be taken multiple times equal to the character's intelligence bonus.

Excellent Memory (100XP)
Your memory is far greater than average, and sometimes you can recall obscure facts with ease.
You may spend a Fate Point to automatically pass any Common Lore or Scholastic Lore test.

Exceptional Sensitive (200XP)
You're more in tune to your Enigma Power than others are, and you can use it for longer before suffering from the backlash.
You gain a +2 to your Enigma Threshold.

Favoured Weapon (300XP)
There's a particular weapon make you really do fancy. You're just so used to the weight and feel that you're a master of it- or maybe, in some weird way, it resonates with your personality.
Pick a particular type of weapon. You now gain the following talents.
Weapon Expertise (Weapon): You gain a +10 to all attack rolls made with weapons of this type.
Brutal Skill: You automatically confirm Righteous Fury attacks made with this weapon.
If your weapon is a firearm, you gain:
Expert Care: You may unjam jammed weapons of this type as a half action.
If your weapon is a melee weapon, you gain:
Expert Handling: You add a +10 to all parry rolls made with weapons of this type.

Fearless (300XP)
Your character either is just too brave to show fear, or genuinely doesn't feel the emotion.
As per the DH talent.
Special: Cannot be taken with the 'Coward' drawback.

Fleet-footed (100XP)
You're quick on your feet, more-so than others.
Treat your character as if their Agility Bonus was 1 higher when determining speed on foot.

Foreign Heritage (100XP)
Your ancestry can be traced to a foreign country- fairly recently, too. Maybe your father or mother, or their parents- wherever they came from, however, the influence is strong enough to have rubbed off on you.
You gain training in the Speak Language (Country in question) and Common Lore (Country in question) skills.

Furious (200XP)
Some people, when they're afraid, flee- but for you, it triggers a horrified blind rage that ends only when the source of your fear is dead.
When your character rolls a fear result below 101, you may spend a fate point. Your character ignored the result and frenzies for 1d10 rounds instead, and becomes immune to fear, stunning and pinning until frenzy wears off. However, your character does not ignore any insanity points added by the fear result.

Gifted (200XP)
Your character is inherently gifted in a particular area.
Choose a characteristic. This characteristic advances by one category faster than before. Characteristics with advancement progressions that start at 500XP instead start at 250XP, and progressions that start at 250XP now start at 100XP. Characteristic advancement progressions that start at 100XP are unaffected by this asset.

Hard-Boiled (200XP)
You're a hard man living in a hard world. You've felt it all, you've seen it all, and nothing surprises you anymore.
You gain training in two of the following skills: Scrutiny, Inquiry, Interrogation.
You gain the following talents:
Talented (One of the two skills chosen)
Jaded: As per the skill in Dark Heresy.

Heavyweight (100XP)
You can drink men twice your size under the table- and we're not talking about weak drinks here.
You begin play trained in the Carouse skill and the Decadence talent.

High Endurance (200XP)
You're tough, and you're capable of staying in the fight when everyone else is down.
You gain +1 to the amount of fatigue you can take before you pass out.

Innovative (200XP)
You find creative solutions to problems and new approaches to tasks.
You gain one conditional Fate Point that may only be spent when attempt a creative plan of your own making or when using a skill in an unorthodox way. This conditional fate point may never be burnt, and must be announced as being used specifically as opposed to the character's normal pool of Fate Points.

Lead Conductor (200XP)
The rapid-fire burst of a machine gun is your orchestra, and you are the conductor; the gun, your baton.
When you fire a gun on semi or full auto, you gain an extra degree of success on a successful roll.

Leader of the Crew (300XP)
You have authority in your Crew. Either you're the Capo's right hand man, or maybe you -are- the Capo. But you have what it takes to lead the Soldatos- and the eye of authority is on you. Your successes will be noted above and beyond the others.
You gain training in the Command skill (or Talented (Command) talent if you're already trained in Command). In addition, you gain a conditional Fate Point that may only be used when working directly with Mafiosi under your command. In this instance, you may spend or burn this conditional fate point to trigger any use of a Fate Point normal for your character, but may grant the ability to a nearby Mafioso. Finally, whenever you gain respect, you gain 1d5 more than than usual.
Special: This asset requires special GM permission to purchase. This asset may only be taken by one character in any party.

Light Sleeper (100XP)
You're not a sound sleeper. Even when you are, for all intents and purposes, asleep… Some part of you remains unconsciously conscious.
As the Talent from Dark Heresy.

Mad Skill (200XP)
Mental Health is fine, but sometimes being reasonable isn’t going to help you, and pushing yourself to limits that no sane person would attempt can make all the difference.
At any time when you gain 1 or more Insanity Points, you may spend a Fate Point. For the next 5 rounds, you may add half your total Insanity score as a free bonus on all rolls dependent on a single Characteristic, chosen when you spend the Fate Point. When the 5 rounds are over, immediately roll on the Trauma table.

Mafioso's Knack (200XP)
Being a Mafioso requires you to act in a certain way, and thankfully, you're more than capable of that.
You gain training in two of the following skills: Concealment, Deceive, Gamble, Silent Move, and Sleight of Hand.
And the following Talent:
Pure Mafioso: People in a position of legitimate (ie. legal) authority take a -20 to their Charm and Command tests against you.

Mimic (100XP)
You have an exceptional knack for copying the voices of others.
As the Talent from Dark Heresy.

Paranoia (200XP)
Being mistrustful and suspicious is behaviour that is the natural result of being so heavily involved with the underworld.
As the Talent from Dark Heresy.

Quick Healer (200XP)
You're unusually quick to recover from injury.
Whenever you regain wounds for any reason, regain one extra wound.

Sexy Voice (100XP)
Your voice is just simply pleasant to the other gender.
Gain a permanent +10 to Fellowship-based skills involving the opposite gender.

Shrewd (200XP)
You're a brilliant negotiator and master of the social arts.
You gain 1 conditional fate point that may only be spent in critical negotiations of business or diplomatic nature. This conditional fate point may never be burnt, and you must announce its use specifically. Spending this conditional fate point for purposes other than “re-rolling a failed Test” or “adding 1 degree of success” are highly
questionable.

Military Background (300XP)
You've served in the military at some point, and can be relied upon to act as a good source of experience in combat as well as knowledge regarding the Armed Forces.
You gain the Common Lore (Military) and Common Lore (Specific Nation's Military) as well as the following talents:
Soldier's Constitution: You add one half of your Toughness Bonus (rounded up) to your wounds pool at the start of the game.
Arms Master: As per the talent from Dark Heresy.

Uncommonly Old (Positive) (200XP)
Being so old has its advantages.
You gain a +5 to either intelligence or willpower.
Special: This asset can only be taken by characters 50 years old and older.
Special: This asset must be taken in conjunction with the Uncommonly Old (Negative) drawback.

Uncommonly Young (Positive) (200XP)
Being so young has its advantages.
You gain a +5 to either agility or fellowship.
Special: This asset can only be taken by characters 15 years old and younger.
Special: this asset must be taken in conjunction with the Uncommonly Young (Negative) drawback.

Unremarkable (100XP)
you have “one of those faces”. One that you could see anywhere, and forget any minute.
As the talent of the same name from Dark Heresy.

Drawbacks List

Addict (100XP)
You have an insatiable craving for something- alcohol, or perhaps some kind of drug, or maybe a really amazing food. But a lot of your money goes to acquiring whatever it is.
Choose a substance, whether it be alcohol, a narcotic, drug or a type of food. Your character must consume at least 2 dollars' worth of it per day. Should they go without, take a willpower test or suffer a level of fatigue that cannot be removed in any way until the character imbibes again.

Big Ego (200XP)
You believe yourself to be superior to those around you.
In any situation when someone shows themselves to be more skilled than you, make an easy (+10) Willpower Test or take a -10 to Fellowship, Intelligence and Perception for one hour. In addition, whenever you burn a Fate Point, the shame of defeat poisons your self-worth, permanently reducing your Willpower by 5. Should your character ever 'redeem' themselves through some impressive feat, the -5 is recovered.

Chronic Pain (200XP)
You've suffered a serious injury in the past, and ever since then has been plagued by the wound.
Whenever your character takes levels of fatigue, you must pass a Toughness test or take 1 additional level of fatigue.

Compulsive Behavior (100XP)
You suffer from the psychological need to repeat some specific act, often to combat some anxiety or depression.
This act need not be dangerous or especially time consuming, but must be a significant detour from a normal routine. Examples include washing hands or counting the number of outlets in a room. In every session, until this action can be completed, the character takes a -10 penalty to all tests. Should the compulsive behavior be conditional (such as holding open doors for crowds) failure to do so when presented the opportunity triggers the -10 penalty for 1 hour.

Coward (100XP)
Danger, or even the threat of danger, is enough to make you shaky.
You take a -10 penalty to all tests to resist fear and pinning, and intimidation attempts against you have a +10 bonus.

Damaged Goods (100XP)
You've suffered some sort of massive trauma in the past and never fully recovered.
Begin play with 1d5+5 insanity points.

Dark Secret (100XP)
There is a part of your character’s past that must never be revealed. Be it something they did or saw, should this be revealed it would ruin them.
What this secret happens to be is a matter for you and your GM to decide, but should anyone discover it your character will have their Fellowship permanently halved when dealing with that person. This applies to anyone that person decides to tell as well.
Depending on the nature of the secret,additional penalties and punishments may apply.

Disrespected (100XP)
You're not considered to be particularly worthy by the Cosca you've joined. Maybe you're just sleazy; or perhaps you've really screwed up in the past.
Begin play with 1d5+5 less respect points.

Dependent (200XP)
Your sense of self worth is overly influenced by the opinions of others.
Choose one person. If their opinion of you is ever negative, take a -10 to all rolls for 1d5 hours and choose a new person to become dependent on.

Depressive (200XP)
You are prone to mood swings.
At the beginning of each session, roll a Willpower Test. If this test is failed, the character begins the session with one level of fatigue that persists for a number of
hours equal to 1d5+the number of degrees of failure. No ability may remove this level of fatigue until that time is up.

Duty of Care (300XP)
Sometimes, surviving is its own punishment. There is someone, possibly a relative or friend, who has no one else to care for them, and is incapable of caring for themselves. Either as a result of obligation or compassion, your attachment to this ward is a defining aspect of your person.
Work with your GM to define exactly who this person is, what your connection to them is, and why they are so helpless without you. If you ever believe this person to be in danger (be it direct or indirect) you must pass a difficult (-10) Willpower Test or rush to their aid. If you have confirmed that they are in immediate danger, you automatically fail the Willpower Test, though in your frenzy to help them you gain a +20 to all Tests directly related to aiding your ward. Should this person ever be harmed, take 1 point of Insanity and take a level of Fatigue for an hour due to depression. If this person should ever die or be taken from you somehow, immediately gain 2d10+10 Insanity Points. In addition, caring for this person takes up much of your time. During the Time Management stage, all options are not treated as routine and as such do not get the +20 bonus, as caring for your ward gives you less time to devote to other tasks.
Special: This Drawback requires special permission from the GM, and any GM unwilling to give the player time to interact with their ward in character is recommended
to not allow its use.

Easily Charmed (100XP)
You fall easily to the honeyed words and actions of others.
People using the charm and performer skills on you take a +20 to their roll.

Enigma Insensitivity (200XP)
You're less sensitive to your powers than other Enigmas.
-2 to your Enigma Threshold.

Fanatical (200XP)
Choose an organization, cause, or moral code. You will follow the tenants of that code (or orders handed down by important officials of that organization)
even if it means danger or death. Failure to attempt to do so (but not attempting to and failing) permanently sacrifices a fate point.

Foe (200XP)
Someone, for real or imagined reasons, hates your character and seeks to ruin him.
Expect their constant interference in your life, either as a nagging nuisance or legitimate threat. You and your GM should discuss who this person is and why the situation exists.

Grating Voice (100XP)
Take a -5 penalty on all fellowship based skills.
Special: This Drawback may not be taken with the “Sexy Voice” Asset.

Gullible (100XP)
You're easily taken in by what people say.
People using the bluff and blather skills on you do so at a +20 bonus.

Impetuous (200XP)
You prefer action, and not in a good way.
At the beginning of every combat, your character must pass a difficult(-10) Willpower test or charge directly into melee combat against the enemy, even if doing so forfeits your attack this round due to intervening distance. Only if it is physically impossible to enter melee range will you resort to ranged attacks.

Ineptitude (100XP)
Choose one basic skill. You automatically fail that basic skill and may never gain bonuses to it.

Low Pain Threshold (300XP)
You are incredibly sensitive to pain.
Your toughness bonus is considered 1 lower than it actually is for all effects.
Special: This Drawback may not be taken with the “High Endurance” Asset.

Overweight (100XP)
Your weight is a problem- enough so to slow you down physically.
Treat your Agility Bonus as 1 less for determining speed.
Special: This Drawback may not be taken with the “Fast” Asset or "Skinny" drawback.

Phobia (100XP)
Your character has an irrational fear of some specific thing. When confronted by their phobia, they take a -20 to willpower and automatically fail any rolled Fear test
for as long as they in its presence or otherwise confronted by it.
Special: This Drawback may not be taken with the “Fearless” Asset.

Physically Challenged (200XP)
You has trouble moving due to some physical injury, deformity or neurological condition.
The character may only crawl without the use of assisting equipment (such as crutches or a wheelchair). With such assisting equipment, their speed is half normal. In addition, the stress this places on your body has you roll all Toughness Tests at a -10 penalty, though your character’s actual Toughness remains unchanged.

Poorly Educated (100XP)
You were poorly educated as a child, and it's stymied your growth as an adult. You're functionally illiterate- and furthermore, you're going to have to try quite hard to catch up.
You lose training in the Literacy skill. Furthermore, that skill, as well as any Scholastic Lore skills, cost twice as much to purchase.

Poor Vision (200XP)
Your eyesight is impaired, halving your perception for sight based skills and halving the range of any ranged weapon you wield. The exact cause of this impairment can range wildly, from partial blindness to an actual missing eye. However, no matter the reason, it is crucial that this cannot be corrected. Saying that your character has poor eyesight, but then wears corrective lenses to negate it, would not be a valid use of this Drawback.

Prejudice (100XP)
You consider one demographic to be subhuman, and will not willingly tolerate their presence. Should you be forced to, all skills involving them take a -20 penalty as you barely contain your disgust.

Repellent (100XP)
You're ugly as sin. You may only use half your fellowship score when interacting with the opposite sex. This does not affect your ability to take “Sexy Voice”.

Sadistic (100XP)
You like causing others pain way more than you should. It’s even hard to resist doing so when presented the opportunity.
Roll a d10 whenever you have someone at your mercy or are otherwise presented the opportunity to cause someone harm. On a roll of 9 you have no choice but to cause them as much (preferably nonlethal) pain as possible.

Second Fiddle (300XP)
You naturally assume a subservient role to another, more dominant, personality.
Choose one other person. You will never intentionally show them up, and have a tendency to follow them around and do what they say. Should you ever roll higher than them for Initiative, you are wracked by indecision and instead go immediately after them in the turn order. Any Fellowship based skill that they roll with you as the target automatically succeeds, and you take a -10 to all rolls for 1 hour whenever they scorn you. Should this person die, appear to have died, or somehow become your mortal enemy, gain 1d10+5 insanity points and roll on the Mental Trauma chart as if you had 2 degrees of failure. Unlike the Dependent Drawback, once chosen the person who the character is subservient to is permanent. The choosing of this dominant person may be delayed until after character creation at the GM's discretion, but it must be chosen by the beginning of the second session of play.

Short Fuse (100XP)
You have a hard time controlling himself when he gets angry.
When confronted or otherwise stressed and agitated, you must pass a Willpower test or fly into a rage either yelling at the source of your anger or trashing the surrounding environment. Punching someone in the face might also be appropriate, if ill advised.

Skinny: (100XP)
Treat your Strength Bonus as 1 lower than it really is.

Slow Healing (200XP)
Whenever you regain wounds for any reason you regain 1 less wound to a minimum of 1.
Special: Cannot be taken with the Quick Healer Asset.

Suicidal (200XP)
You have no survival instinct, and will not disengage from combat for any reason, even in the face of certain death.

Uncomfortable Memories (200XP)
Some traumatic event happened to you in your past- something associated with a particular thing. Ever since, you've found it extremely difficult to associate yourself with whatever that is.
Choose a particular stimulus. It can be a particular item, smell, or even sound. Whenever you encounter that item, you take a -20 to Willpower whilst in its presence, along with another 1d5 rounds afterwards.

Uncommonly Old (Negative) (200XP)
Being so old has its disadvantages.
You take a -5 penalty to either agility or perception.
Special: This drawback can only be taken by characters 50 years old or older.
Special: This drawback must be taken in conjunction with the "Uncommonly Old (negative)" Asset.

Uncommonly Young (Negative) (200XP)
Being so young has its disadvantages.
You take a -5 penalty to either strength or toughness.
Special: This drawback can only be taken by characters 15 years old or younger.
Special: This drawback must be taken in conjunction with the "Uncommonly Young (Positive)" Asset.

Career

The following represents the core career or role your character will be playing in Cosa Nostra. These, moreso than perhaps anything else, influence the direction the character will develop in, and what skills and talents they will acquire. A brief description of the classes are below.

Boss
Faces are generalists, who tend to excel at leadership, but are at the very least capable of performing well in other areas.

Enforcer
Enforcers are the guys who ensure that the Cosa Nostra's will is felt by those on its turf and in the protection rackets. They excel in taking massive punishment and tracking down those who've wronged the Family.

Consigliere
Consiglieres are intelligent, knowledgeable individuals that excel in acting as the 'brains' of the group, and tend to be well-suited to their roles as Enigmas.

Hitman
Hitmen are consummate killers, capable of getting close to their quarry and killing them swiftly and easily, and tend to specialise in finesse and mobility.

Runner
Runners are people of many various skills, from sneaking to breaking and entering to the social arts.

Soldier
Soldiers are the dependable and solid foot soldiers of the Cosa Nostra. They excel in dealing heavy damage and going toe to toe with enemies in fights, but also have a bevy of secondary talents.

Boss

Boss.png
Boss Characteristic Advancement Chart
Characteristic Simple Intermediate Trained Expert
Weapon Skill 250 500 750 1000
Ballistic Skill 100 250 500 750
Strength 250 500 750 1000
Toughness 250 500 750 1000
Agility 250 500 750 1000
Intelligence 250 500 750 1000
Perception 250 500 750 1000
Willpower 100 250 500 750
Fellowship 100 250 500 750

"Give unto the Boss what belongs to the Boss- he asks for his money, who am I to say no to him- and who are you to say no to me?!"

Bosses are the leaders, directors, and heads of the Cosa Nostra families, and are the key to its continual functioning. The Cosa Nostra's hierarchy is strongly feudal in its makeup, with the boss sitting at the very top, followed by the underboss, and finally, the various Caporegimes who operate the individual crews and cells. Orders are given to the top down via the leaders, which insulates the heads from incrimination should their underlings be caught.

Bosses are leaders first and foremost. They direct and control their minions and underlings, both personally and through interlocutors. They tend to be very well-rounded, and are capable of becoming competent in just about any discipline.

There are two ultimate paths open to the Boss: the 'Boss' path, which emphasises connections and influence in 'official' circles; and the 'Caesar' path, which emphasises the Career's capabilities as a leader in combat.

Boss Starting Skills: Speak Language (English); Common Lore (Mafia); Literacy; Command or trade skill or Performer skill of your choice.

Boss Starting Talents: One-handed Melee Weapon Training (Rending) or One-handed Melee Weapon Training (Impact); Pistol Training (SP); Basic Weapon Training (Primitive) or Thrown Weapon Training (Primitive); Enigma Rating 1; Minor Enigma Power equal to Willpower Bonus; 1 Enigma Power.

Boss Starting Gear: Brass knuckles or knife; revolver (of your choice) w/12 bullets or Semi-automatic pistol (of your choice) w/2 clips; Heavy leather coat or light gangster vest; Good Quality Clothing; Suitcase.

Small Time (Rank 1)

Advance Cost Type Prerequisites
Awareness 100 S -
Common Lore (Any) 100 S -
Drive (Automobile) 100 S -
Inquiry 100 S -
Swim 100 S -
Trade (Any)* 100 S -
Carouse 100 S -
Command 100 S -
Performer (Any) 100 S -
Basic Weapon Training (Primitive) 100 T -
Basic Weapon Training (Shotgun) 100 T -
Resistance (Cold) 100 T -
Resistance (Heat) 100 T -
Minor Enigma Power= 100 T -
Thrown Weapon Training (Primitive) 100 T -
One-handed Melee Weapon Training (Rending) 100 T -
One-handed Melee Weapon Training (Impact) 100 T -
Sound Constitution= 100 T -
* You may take this advance up to two times at this rank.
=You may take this advance up to three times at this rank.

Alpha Rat (Rank 2)

Advance Cost Type Prerequisites
Barter 100 S -
Common Lore (Any) 100 S -
Common Lore (Any)+10 100 S Common Lore (Any)
Underworld Lore (Cosca) 100 S -
Underworld Lore (Mafia) 100 S -
Deceive 100 S -
Literacy+10 100 S Literacy
Swim+10 100 S Swim
Performer (Any)+10 100 S Performer (Any)
Performer (Any) 100 S -
Ciphers (Cosca) 200 S -
Secret Tongue (Gutter) 200 S -
Hatred (Mafia Family (choose one)) 100 T -
Peer (Cosca) 100 T -
Minor Enigma Power= 100 T -
Rapid Reload 200 T -
Heightened Senses (Hearing) 200 T -
* You may take this advance up to two times at this rank.
=You may take this advance up to three times at this rank.

Street King (Rank 3)

Advance Cost Type Prerequisites
Awareness+10 100 S Awareness
Charm |100 S -
Common Lore (Any) 100 S -
Common Lore (Any)+10 100 S Common Lore (Any)
Dodge 100 S -
Drive (Automobile)+10 100 S Drive (Automobile)
Inquiry+10 100 S Inquiry
Scrutiny 100 S -
Secret Tongue (Cosca) 100 S -
Ciphers (Cosca)+10 200 S Ciphers (Cosca)
Scholastic Lore (Mafia) 100 S -
Underworld Lore (Mafia)+10 100 S -
Scholastic Lore (City) 100 S -
Swim+20 100 S Swim+10
Trade (Any)+10 100 S Trade (Any)
Tech Use 200 S -
Hatred (Police) 100 T -
Peer (Criminals) 100 T -
Disarm 100 T AG 30
Minor Enigma Power= 100 T Enigma Rating 1
Sprint 100 T -
Sound Constitution 100 T -
Enigma Power 200 T -
Quick Draw 200 T -
Heightened Senses (Sight) 200 T -
Hard Target 200 T -
Basic Weapon Training (Sub-machine) 300 T -
* You may take this advance up to two times at this rank.
=You may take this advance up to three times at this rank.

Capo (Rank 4)

Advance Cost Type Prerequisites
Barter+10 100 S Barter
Blather 100 S -
Command+10 |100 S Command
Carouse+10 100 S Carouse
Deceive +10 100 S Deceive
Common Lore (Any)* 100 S -
Common Lore (Any)+10 100 S -
Underworld Lore (Cosca) 100 S -)
Underworld Lore (Mafia)+20 100 S Underworld Lore (Mafia)+10
Scholastic Lore (City)+10 100 S Scholastic Lore (City)
Underworld Lore (Mafia Family (Choose one)) 100 S -
Speak Language (Italian) 100 S -
Secret Tongue (Gutter)+10 100 S -
Ciphers (Homeless) 200 S -
Disguise 300 S -
Gamble 300 S -
Decadence 100 T -
Basic Weapon Training (Flame) 100 T -
Basic Weapon Training (Rifle) 100 T -
Blademaster 100 T WS 30, Melee Weapon Training (any)
Hatred (Mafia Family (Choose One)) 100 T -
Master Orator 100 T -
Two-Handed Melee Weapon Training (Bladed) 100 T -
Two-Handed Melee Weapon Training (Impact) 100 T -
Peer (Working Class) 100 T -
Unshakeable Faith 100 T -
Sound Constitution* 100 T -
Talented (Gamble) 200 T Gamble
Enigma Power 200 T -
Enigma Rating 2 200 T Enigma Rating 1
* You may take this advance up to two times at this rank.

Caporegime (Rank 5)

Advance Cost Type Prerequisites
Charm+10 100 S Charm
Blather+10 100 S Blather
Underworld Lore (Cosca)+10 100 S Underworld Lore (Cosca)
Underworld Lore (Mafia Family)+10 100 S Underworld Lore (Mafia Family)
Scholastic Lore (City)+20 100 S Scholastic Lore (City)+10
Inquiry+20 100 S Inquiry+10
Interrogation 100 S -
Secret Tongue (Cosca)+10 100 S Secret Tongue (Cosca)
Navigation (City) 200 S -
Scrutiny+10 200 S Scrutiny
Tech Use+10 200 S Tech Use
Performer (Any)+20 100 S Performer (Any)+10
Trade (Any)+20 100 S Trade (Any)+10
Air of Authority 100 T Fel 30
Hatred (FBI) 100 T -
Iron Discipline 100 T WP 30, Command
Iron Jaw 100 T Tou 40
Nerves of Steel 100 T -
True Grit 100 T Tou 40
Melee Weapon Training (Exotic) 200 T -
Contact 200 T -
Crushing Blow 200 T S40
Two-Weapon Ranged Wielder (Pistols) 200 T WS 35, AG 35
Sound Constitution 200 T -
Talented (Command) 200 T Command
Enigma Power= 200 T -
Enigma Rating 3 200 T Enigma Rating 2
Swift Attack 300 T WS 35
= You may take this upgrade up to three times at this rank.

Hard Capo (Rank 6, Boss Rank 1)

Advance Cost Type Prerequisites
Awareness+20 100 S Awareness +10
Barter+20 100 S Barter +10
Underworld Lore (Cosca)+20 100 S Underworld Lore (Cosca)+10
Underworld Lore (Mafia Family)+20 100 S Underworld Lore (Mafia Family)+20
Underworld Lore (Mafia Family (Choose one)) 100 S -
Enigma Lore (Enigmas) 200 S -
Common Lore (Any)+10 100 S Common Lore (Any)
Common Lore (Any)+20 100 S Common Lore (Any)+10
Ciphers (Cosca) +20 200 S -
Scholastic Lore (US Politics) 200 S -
Search 200 S -
Silent Move 200 S -
Tech Use+20 200 S -
Lip-Reading 200 S -
Leap Up 100 T AG 30
Peer (Middle Classes) 100 T Fel 30
Rapid Reaction 100 T AG 40
Resistance (Fear) 100 T -
Strong Minded 100 T WP 30, Resistance (Telepathy)
Enigma Threshold Expansion 200 T -
Contact 200 T -
Sound Constitution 200 T -
Sure Strike 200 T WS 30
Takedown 200 T -
Total Recall 200 T Int 30
Talented (Search) 200 T Search
Two-Weapon Melee Wielder (Impact) 200 T AG 35, WS 35
Two-Weapon Melee Wielder (Rending) 200 T AG 35, WS 35
Resistance (Telepathy) 200 T WP 30
Enigma Power= 200 T -
Enigma Rating 4 200 T Enigma Rating 3

Underboss (Rank 7, Boss Rank 2)

Advance Cost Type Prerequisites
Blather+20 100 S Blather +10
Carouse+10 100 S Carouse
Charm+20 100 S Charm +10
Command+20 100 S Command+10
Deceive+20 100 S Deceive+10
Interrogation+10 100 S Interrogation
Logic+10 100 S Logic
Common Lore (Any)+10 100 S Common Lore (Any)
Common Lore (Any)+20 100 S Common Lore (Any)+10
Scholastic Lore (US Politics)+10 100 S Scholastic Lore (US Politics)
Underworld Lore (Mafia Family)+10 100 S Underworld Lore (Mafia Family)
Enigma Lore (Enigmas)+10 200 S Enigma Lore (Enigmas)
Secret Tongue (Cosca)+20 100 S Secret Tongue (Cosca)+10
Speak Language (Italian)+10 100 S Speak Language (Italian)
Concealment 300 S -
Sleight of Hand 300 S -
Secret Tongue (Mafia Family) 300 S -
Light Sleeper 100 T -
Peer (Upper Class) 100 T -
Peer (Crime lords) 100 T -
Resistance (Poison) 100 T -
Contact 200 T -
Sharpshooter 200 T -
Enigma Power= 200 T -
Ambidextrous 300 T AG 30
Wall of Steel 300 T AG 35
Sound Constitution 300 T -
Enigma Rating 5 300 T Enigma Rating 6
= You can take this advance three times at this rank.

Boss (Rank 8, Boss Rank 3)

Advance Cost Type Prerequisites
Carouse+20 100 S Carouse+10
Common Lore (Any) 100 S -
Common Lore (Any)+10 100 S Common Lore (Any)
Common Lore (Any)+20 100 S Common Lore (Any)+10
Scholastic Lore (Business) 100 S -
Scholastic Lore (US Politics)+20 100 S Scholastic Lore (US Politics)+10
Underworld Lore (Mafia Family)+20 100 S Underworld Lore (Mafia Family)+10
Speak Language (Italian)+20 100 S Speak Language (Italian)+10
Interrogation+20 100 S -
Logic+20 100 S -
Wrangling 100 S -
Lip-Reading+10 200 S Lip-Reading
Evaluate 300 S -
Underworld Lore (Commission) 200 S -
Underworld Lore (International Crime) 200 S -
Enigma Lore (Enigmas)+20 300 S Enigma Lore (Enigmas)+10
Combat Master 100 T WS 30
Crippling Strike 100 T WS 50
Peer (Government) 100 T Fel 30
Peer (Post Office) 100 T Fel 30
Contact 200 T -
Gunslinger 200 T BS 40, Two-Weapon Wielder (any)
Dual Shot 200 T Ag 40, Two-Weapon Wielder (any)
Independent Targeting 200 T BS 40
Enigma Power= 200 T -
Spy 300 T -
Sound Constitution 300 T -
Enigma Rating 6 300 T Enigma Rating 5
Enigma Threshold Expansion 300 T -
= You can take this advance three times at this rank.

Soldato Capo (Rank 6, Caesar Rank 1)

Advance Cost Type Prerequisites
Dodge+10 100 S Awareness +10
Common Lore (Any)+10 100 S Common Lore (Any)
Common Lore (Any)+20 100 S Common Lore (Any)+10
Enigma Lore (Enigmas) 100 S -
Underworld Lore (Cosca)+20 100 S -
Underworld Lore (Mafia Family)+20 100 S -
Speak Language (Italian)+10 100 S Speak Language (Italian)
Scholastic Lore (Military Tactics) 200 S -
Intimidate 200 S -
Cleanse and Purify 100 S Basic Weapon Training (Flame)
Two-Weapon Wielder (Ranged) 100 T AG 35, BS 35
Orthoproxy 100 T -
Resistance (Fear) 100 T -
Resistance (Telepathy) 200 T -
Sound Constitution 200 T -
Enigma Power= 200 T -
Enigma Threshold Expansion 200 T -
Enigma Rating 4 200 T -
Basic Weapon Training (Launcher) 300 T -
= You can take this advance three times at this rank.

Legendary Capo (Rank 7, Caesar Rank 2)

Advance Cost Type Prerequisites
Underworld Lore (Mafia Family (Pick one)) 100 S -
Common Lore (Any) 100 S -
Common Lore (Any)+10 100 S Common Lore (Any)
Common Lore (Any)+20 100 S Common Lore (Any)+10
Enigma Lore (Enigmas)+10 100 S Enigma Lore (Enigmas)
Scholastic Lore (Military Tactics)+10 200 S Scholastic Lore (Military Tactics)
Intimidate+10 200 S Intimidate
Chem-Use 300 S -
Ciphers (US Military) 300 S -
Fearless 100 T -
Hatred (Mafia Family (Pick one)) 100 T -
Peer (US Military) 100 T Fel 30
Strong Minded 100 T WP 30, Resistance (Telepathy)
Insanely Faithful 200 T -
Sound Constitution 200 T -
Talented (Chem-Use) 200 T Chem-Use
Enigma Power= 200 T -
Battle Rage 300 T -
Bulging Biceps 300 T S45
Crack Shot 300 T BS40
Frenzy 300 T -
Lightning Attack 300 T Swift Attack
Enigma Rating 5 300 T Enigma Rating 4
= You can take this advance three times at this rank.

Caesar of Capos (Rank 8, Caesar Rank 3)

Advance Cost Type Prerequisites
Awareness+20 100 S Awareness+10
Charm+20 100 S Charm+10
Command+20 100 S Command+10
Enigma Lore (Enigmas)+20 100 S Enigma Lore (Enigmas)+10
Underworld Lore (Mafia Family)+10 100 S Underworld Lore (Mafia Family)
Speak Language (Italian)+20 100 S Speak Language (Italian)+10
Secret Tongues (Mafia)+20 100 S Secret Tongue (Mafia)+10
Secret Tongues (US Military) 100 S -
Scholastic Lore (Military Tactics)+20 200 S Scholastic Lore (Military Tactics)+10
Scholastic Lore (FBI) 200 S -
Underworld Lore (Commission) 300 S -
Underworld Lore (International Crime) 300 S -
Combat Master 100 T WS 30
Independent Targeting 100 T BS 40
Into the Jaws of Hell 100 T Iron Discipline
Litany of Hate 100 T Hatred (any)
Talented (Scholastic Lore (Military Tactics) 200 T Scholastic Lore (Military Tactics)
Enigma Power= 200 T -
Contact 200 T -
Enigma Rating 6 300 T Enigma Rating 5
Enigma Threshold Expansion 300 T -
Sound Constitution 300 T -
= You can take this advancement up to three times at this rank.

Consigliere

Consigliere.png
Consigliere Characteristic Advancement Chart
Characteristic Simple Intermediate Trained Expert
Weapon Skill 500 7500 1000 2500
Ballistic Skill 250 500 750 1000
Strength 500 750 1000 2500
Toughness 500 750 1000 2500
Agility 250 500 750 1000
Intelligence 100 250 500 750
Perception 100 250 500 750
Willpower 100 250 500 750
Fellowship 250 500 750 1000

"Eh, boss… It is my professional opinion that going straight on, whilst usually a fine action, would be rather disastrous. Look, tell ya what, gimme a look at the maps of the locale, and I'll crack out my old copy of Art of War, and I'll getcha a solution that sees all the boys come back for booze later, capisce?"

Consiglieres (con-sill-YEH-rees) are the advisors and organisers of the Family- its brain trust, its think-tank. Originally, the Consiglieres were mob lawyers and not officially part of the Family structure, but eventually, they were incorporated into the hierarchy. 'The' Consigliere, as a title, is given to the right hand man of the Boss- the one who can speak honestly and frankly to him and tell him when he's doing something against the benefit of the Family. However, 'consiglieres' can be found at all levels of the Family in one way or another- either as actual advisors to Caporegimes, or just as that one mafioso who has a good education and brains.

Consiglieres are advisors and intellectuals first and foremost. They have access to more knowledge than any other class, and are naturally attuned to the intellectual pursuits, such as medicine or law. They naturally have access to sophisticated pursuits- far more than their other Mafiosi. They do, of course, suffer for it in other areas- the Consiglieres are never going to equal their Soldier brothers in combat skill, nor the Enforcers for sheer toughness. However, their superior intelligence and knowledge pools make up for it.

There are two ultimate paths open to the Consiglieres: the 'Consigliere' path, which emphasises broad knowledge and expertise; and the 'Stregone Enigma' path, which focuses on enhancing the Consiglieres' understanding of Enigmas and mastery over Enigma powers.

Consigliere starting skills: Speak Language (English); Literacy; Trade (Any); Two Common Lores (Any); One Scholastic Lore (Any Academic).

Consigliere starting talents: One-Handed Melee Training (Impact) or One-Handed Melee Training (Rending) or Pistol Training (SP); Light Sleeper or Resistance (Cold); Sprint or Unremarkable; Enigma Rating 1; Minor Enigma Powers equal to Willpower Bonus; 1 Enigma Power.

Consigliere starting equipment: Revolver (of your choice) w/6 bullets or Brass Knuckles or a Knife; one set of Good Quality Clothing; typewriter or writing kit; wristwatch; set of books (any topic); suitcase.

Brains (Rank 1)

Advance Cost Type Prerequisites
Drive (Automobile) 100 S -
Drive (Trains) 100 S -
Pilot (Civilian Aircraft) 100 S -
Scholastic Lore (Law) 100 S -
Scholastic Lore (Any) 100 S -
Trade (Any)* 100 S -
Swim 200 S -
Resistance (Cold) 100 T -
Sound Constitution 100 T -
Sprint 100 T -
Unremarkable 100 T -
Minor Enigma Power= 100 T -
One-Handed Melee Training (Impact) 200 T -
One-Handed Melee Training (Rending) 200 T -
Pistol Training (SP) 200 T -
Thrown Weapon Training (Primitive) 200 T -
* This advance can be taken twice at your rank.
= This advance can be taken three times at your rank.

Planner (Rank 2)

Advance Cost Type Prerequisites
Awareness 100 S -
Common Lore (Any)* 100 S -
Common Lore (Any)+10 100 S -
Scholastic Lore (Law)+10 100 S -
Scholastic Lore (Any)+10 100 S Scholastic Lore (Any)
Drive (Automobile)+10 100 S -
Drive (Trains)+10 100 S -
Underworld Lore (Cosca) 100 S -
Inquiry 100 S -
Literacy+10 100 S -
Logic 100 S -
Pilot (Civilian Craft)+10 100 S -
Trade (Any)= 100 S -
Speak Language (Italian) 100 S -
Blather 200 S -
Basic Weapons Training (Primitive) 100 T -
Peer (Academics) 100 T Fel 30
Minor Enigma Power= 100 T -
Enigma Power 200 T -
Peer (Government) 200 T Fel 30
* This advance can be taken twice at your rank.
= This advance can be taken three times at your rank.

Educated Man (Rank 3)

Advance Cost Type Prerequisites
Awareness+10 100 S Awareness
Common Lore (Any)* 100 S -
Common Lore (Any)+20 100 S Common Lore (Any)+10
Common Lore (Any)+10 100 S Common Lore (Any)
Drive (Automobile)+20 100 S -
Drive (Trains)+20 100 S -
Pilot (Civilian Craft)+20 100 S -
Literacy+20 100 S -
Underworld Lore (Cosca)+10 100 S Underworld Lore (Cosca)
Underworld Lore (Government Corruption) 100 S -
Scholastic Lore (Bureaucracy) 100 S -
Scholastic Lore (Any) 100 S -
Secret Tongue (Legal) 100 S -
Minor Enigma Power= 100 T -
Enigma Power 200 T -
Basic Weapon Training (Shotgun) 100 T -
Basic Weapon Training (Rifle) 100 T -
Resistance (Poisons) 100 T -
Sound Constitution 200 T -
Ambidextrous 300 T -
* This advance can be taken twice at your rank.
= This advance can be taken three times at your rank.

Mob Lawyer (Rank 4)

Advance Cost Type Prerequisites
Awareness+20 100 S Awareness+10
Common Lore (Any)* 100 S -
Common Lore (Any)+10 100 S -
Common Lore (Any)+20 100 S -
Evaluate 100 S -
Inquiry+10 100 S Inquiry
Logic+10 100 S Logic
Underworld Lore (Bootlegging) 100 S -
Underworld Lore (Smuggling) 100 S -
Scholastic Lore (US Politics) 100 S -
Scholastic Lore (Military Tactics) 100 S -
Scholastic Lore (Any)+10 100 S -
Secret Tongue (Legal)+10 100 S Secret Tongue (Legal)
Tech-Use 100 S -
Barter 200 S -
Blather+20 200 S Blather+10
Navigation (City) 200 S -
Total Recall 100 T -
Swift Attack 100 T -
Arms Master 200 T -
Enigma Rating 2 200 T Enigma Rating 1
Marksman 300 T -
* This advance can be taken twice at your rank.

Academic (Rank 5)

Advance Cost Type Prerequisites
Common Lore (any)* 100 S -
Common Lore (Any)+10* 100 S Common Lore (any)
Common Lore (Any)+20 100 S Common Lore (any)+10
Underworld Lore (Bootlegging)+10 100 S Underworld Lore (Bootlegging)
Underworld Lore (Smuggling)+10 100 S Underworld Lore (Smuggling)
Underworld Lore (Cosca)+20 100 S Underworld Lore (Cosca)+10
Enigma Lore (Enigmas) 100 S -
Scholastic Lore (Psychology) 100 S -
Scholastic Lore (Bureaucracy)+10 100 S Scholastic Lore (Bureaucracy)
Scholastic Lore (Corporations) 100 S -
Scholastic Lore (Any) 100 S -
Speak Language (Italian)+10 100 S Speak Language (Italian)
Medicae 100 S -
Medicae+10 100 S Medicae
Drive (Large Vehicles) 100 S -
Deceive 100 S -
Dodge 100 S -
Scrutiny 100 S -
Navigation (City)+10 100 S Navigation (City)
Carouse 200 S -
Carouse+10 200 S Carouse
Charm 300 S -
Sleight of Hand 300 S -
Master Chirurgeon 100 T Medicae+10
Talented (Medicae) 100 T Medicae
Talented (Blather) 100 T Blather
Mental Stability^ 100 T WP 40
Decadence 200 T T30
Die Hard 200 T WP 40
Step Aside 200 T AG 40, Dodge
Sound Constitution 200 T -
Enigma Power= 200 T -
Enigma Rating 3 200 T Enigma Rating 2
Enigma Threshold Expansion 300 T -
* This advance can be taken twice at your rank.
= This advance can be taken three times at your rank.
^ This advance is a new talent and is listed below in the 'New Talents' section.

Advisor (Rank 6, Consigliere Rank 1)

Advance Cost Type Prerequisites
Command 100 S -
Common Lore (Any)* 100 S -
Common Lore (Any)+10* 100 S Common Lore (Any)
Common Lore (Any)+20 100 S Common Lore (Any)+10
Deceive+10 100 S Deceive
Evaluate+10 100 S Evaluate
Inquiry+20 100 S Inquiry+10
Scholastic Lore (Psychology)+10 100 S Scholastic Lore (Psychology)
Scholastic Lore (Bureaucracy)+20 100 S Scholastic Lore (Bureaucracy)+10
Scholastic Lore (Law)+20 100 S Scholastic Lore (Law)+10
Scholastic Lore (US Politics)+10 100 S Scholastic Lore (US Politics)
Scholastic Lore (Military Tactics)+10 100 S Scholastic Lore (Military Tactics)
Scholastic Lore (Economics) 100 S -
Scholastic Lore (Economics)+10 100 S Scholastic Lore (Economics)
Scholastic Lore (Corporations)+10 100 S Scholastic Lore (Corporations)
Scholastic Lore (Any) 100 S -
Scholastic Lore (Any)+10* 100 S Scholastic Lore (Any)
Underworld Lore (Government Corruption)+10 100 S Underworld Lore (Government Corruption)
Underworld Lore (Bootlegging)+20 100 S Underworld Lore (Bootlegging)
Underworld Lore (Mafia Family (Pick one)) 100 S -
Search 100 S -
Secret Tongue (Bureaucratic) 100 S -
Secret Tongue (Bureaucratic)+10 100 S -
Speak Language (Italian)+20 100 S Speak Language (Italian)+10
Tech-Use+10 200 S Tech-Use
Interrogation 200 S -
Foresight 100 T Int 30
Disturbing Voice 100 T -
Austere^ 100 T -
Resistance (Telepathy) 100 T -
Blind Fighting 200 T Per 30
Deadeye Shot 200 T BS 30
Enigma Power= 200 T -
Enigma Rating 4 200 T -
Jaded 300 T WP 30
* This advance can be taken twice at your rank.
= This advance can be taken three times at your rank.
^ This advance is a new talent and is listed below in the 'New Talents' section.

Strategist (Rank 7, Consigliere Rank 2)

Advance Cost Type Prerequisites
Command+10 100 S Command
Logic+20 100 S Logic+10
Common Lore (Any)* 100 S -
Common Lore (Any)+10* 100 S Common Lore (Any)
Common Lore (Any)+20* 100 S Common Lore (Any) +10
Scholastic Lore (Psychology)+20 100 S Scholastic Lore (Psychology)+10
Scholastic Lore (Military Tactics)+20 100 S Scholastic Lore (Military Tactics)+10
Scholastic Lore (Any)% 100 S -
Scholastic Lore (Any)+10* 100 S Scholastic Lore (Any)
Scholastic Lore (Any)+20* 100 S Scholastic Lore (Any)+10
Search+10 100 S -
Medicae+20 100 S Medicae+10
Underworld Lore (Government Corruption)+20 100 S Underworld Lore (Government Corruption)+10
Underworld Lore (Mafia Family)+10 100 S Underworld Lore (Mafia Family)
Underworld Lore (Smuggling)+20 100 S Underworld Lore (Smuggling)+10
Interrogation+10 200 S Interrogation
Tech-Use+20 200 S Tech-Use+10
Resistance (Fear) 100 T -
Talented (Logic) 100 T Logic
Orthoproxy 100 T -
Strong-Minded 100 T WP 30, Resistance (Telepathy)
Peer (Politicians) 100 T Fel 30
Enigma Power= 200 T -
Enigma Rating 5 300 T -
Nerves of Steel 300 T -
Peer (Corporates) 300 T Fel 30
Peer (Bureaucracy) 300 T Fel 30
Sound Constitution 300 T -
* This advance can be taken twice at your rank.
= This advance can be taken three times at your rank.
% This advance can be taken four times at your rank.

Consigliere (Rank 8, Consigliere Rank 3)

Advance Cost Type Prerequisites
Common Lore (Any)+10* 100 S Common Lore (Any)+10
Common Lore (Any)+20* 100 S Common Lore (Any)+10
Scholastic Lore (Corporations)+20 100 S Scholastic Lore (Corporations)+10
Scholastic Lore (Economics)+20 100 S Scholastic Lore (Economics)+10
Scholastic Lore (US Politics)+20 100 S Scholastic Lore (US Politics)+10
Scholastic Lore (Any)+10* 100 S Scholastic Lore (Any)
Scholastic Lore (Any)+20* 100 S Scholastic Lore (Any)+10
Underworld Lore (Mafia Family)+20 100 S Underworld Lore (Mafia Family)+10
Underworld Lore (International Crime) 100 S -
Command+20 200 S Command+10
Concealment 300 S -
Mental Fortress 100 T WP 50, Strong Minded
Peer (Crime lords) 100 T Fel 30
Melee Weapon Training (Exotic) 200 T -
Quick Draw 200 T -
Rapid Reload 200 T -
Talented (Command) 200 T Command
Enigma Power= 200 T -
Enigma Rating 6 300 T Enigma Rating 5
Enigma Threshold Expansion 300 T -
Peer (Law Enforcement) 300 T Fel 30
Sound Constitution 300 T -
Unnatural Intelligence 500 - -
* This advance can be taken twice at your rank.
= This advance can be taken three times at your rank.

Mago (Rank 6, Enigma Stregone Rank 1)

Advance Cost Type Prerequisites
Scrutiny 100 S -
Common Lore (Any)* 100 S -
Common Lore (Any)+10 100 S Common Lore (Any)
Common Lore (Any)+20 100 S Common Lore (Any)+10
Underworld Lore (Mafia Family (Pick one)) 100 S -
Enigma Lore (Enigmas)+10 100 S Enigma Lore (Enigmas)
Enigma Lore (Enigma Archetype (Pick One))* 100 S -
Enigma Lore (Tells) 100 S -
Enigma Lore (Enigma Ritual) 100 S -
Enigma Lore (Vita Enigma) 100 S -
Speak Language (Italian)+20 100 S -
Chem-Use 200 S -
Enigmasense@ 200 S -
Lip Reading 300 S -
Resistance (Fear) 100 T -
Resistance (Telepathy) 100 T -
Strong-Minded 100 T WP 30, Resistance (Telepathy)
Foresight 100 T Int 30
Peer (Enigmas) 100 T Fel 30
Paranoia 100 T -
Blind Fighting 200 T Per 30
Basic Weapons Training (Sub-machine Gun) 200 T -
Quick Draw 200 T -
Enigma Well 200 T Enigma Rating 2
Enigma Power% 200 T -
Enigma Rating 4 200 T Enigma Rating 3
Enigma Threshold Expansion 300 T -
Sound Constitution 300 T -
* This advance can be taken twice at your rank.
% This advance can be taken four times at your rank.
@ this advance is a new skill and is listed below in the 'New Skills' section.

Alchimista (Rank 7, Enigma Stregone Rank 2)

Advance Cost Type Prerequisites
Command 100 S -
Scrutiny+10 100 S -
Common Lore (Any)* 100 S -
Common Lore (Any)+10 100 S Common Lore (Any)
Common Lore (Any)+20 100 S Common Lore (Any)+10
Enigma Lore (Enigmas)+20 100 S Enigma Lore (Enigmas)+10
Enigma Lore (Enigma Archetype (Pick One))* 100 S -
Enigma Lore (Enigma Archetype)+10* 100 S Enigma Lore (Enigma Archetype)
Enigma Lore (Tells)+10 100 S Enigma Lore (Tells)
Enigma Lore (Enigma Ritual)+10 100 S Enigma Lore (Enigma Ritual)
Enigma Lore (Vita Enigma)+10 100 S Enigma Lore (Vita Enigma)
Enigma Lore (Alchemy) 100 S -
Enigma Lore (Occultism) 100 S -
Scholastic Lore (Kabbalah) 100 S -
Scholastic Lore (Any) 100 S -
Scholastic Lore (Any)+10 100 S Scholastic Lore (Any)
Scholastic Lore (Any)+20 100 S Scholastic Lore (Any)+10
Speak Language (Latin) 200 S -
Speak Language (Latin)+10 200 S Speak Language (Latin)
Chem-Use+10 200 S Chem-Use
Enigmasense+10 200 S Enigmasense
Lip-Reading+10 300 S Lip-Reading
Resistance (Enigma Powers) 100 T -
Mental Fortress 100 T WP 50, Strong Minded
Orthoproxy 100 T -
Peer (Occultists) 200 T Fel 30
Rapid Reload 200 T -
Melee Weapon Training (Exotic) 200 T -
Enigma Well 200 T Enigma Rating 2
Enigma Power% 200 T -
Enigma Rating 5 200 T Enigma Rating 4
Enigma Threshold Expansion 300 T -
Unshakeable Faith 300 T -
Sound Constitution 300 T -
* This advance can be taken twice at your rank.
% This advance can be taken four times at your rank.

Enigma Stregone (Rank 8, Enigma Stregone Rank 3)

Advance Cost Type Prerequisites
Logic+20 100 S Logic+10
Command+10 100 S Command
Scrutiny+20 100 S Scrutiny+10
Interrogation 200 S -
Chem-Use+20 200 S Chem-Use+10
Enigmasense+20 200 S Enigmasense+10
Common Lore (Any)* 100 S -
Common Lore (Any)+10 100 S Common Lore (Any)
Common Lore (Any)+20 100 S Common Lore (Any)+10
Scholastic Lore (Any)* 100 S -
Scholastic Lore (Any)+10 100 S Scholastic Lore (Any)
Scholastic Lore (Any)+20 100 S Scholastic Lore (Any)+10
Scholastic Lore (Kabbalah)+10 100 S Scholastic Lore (Kabbalah)
Speak Language (Latin)+20 200 S Speak Language (Latin)+10
Enigma Lore (Enigma Archetype (Pick One))* 100 S -
Enigma Lore (Enigma Archetype)+10* 100 S Enigma Lore (Enigma Archetype)
Enigma Lore (Enigma Archetype)+20* 100 S Enigma Lore (Enigma Archetype)+10
Enigma Lore (Tells)+20 100 S Enigma Lore (Tells)+10
Enigma Lore (Enigma Ritual)+20 100 S Enigma Lore (Enigma Ritual)+10
Enigma Lore (Vita Enigma)+20 100 S Enigma Lore (Vita Enigma)+10
Enigma Lore (Alchemy)+10 100 S Enigma Lore (Alchemy)
Enigma Lore (Occultism)+10 100 S Enigma Lore (Occultism)
Air of Authority 100 T Fel 30
Mental Stability^ 100 T WP 40
Fearless 100 T -
Master Orator 100 T -
Nerves of Steel 100 T -
Peer (Religion) 100 T Fel 30
Enigma Well 200 T Enigma Rating 2
Enigma Power% 200 T -
Enigma Rating 6 200 T Enigma Rating 5
Enigma Threshold Expansion 300 T -
Unnatural Willpower 500 - -
* This advance can be taken twice at your rank.
% This advance can be taken four times at your rank.

Enforcer

Enforcer.png
Enforcer Characteristic Advancement Chart
Characteristic Simple Intermediate Trained Expert
Weapon Skill 100 250 500 750
Ballistic Skill 250 500 750 1000
Strength 250 500 750 1000
Toughness 100 250 500 750
Agility 500 750 1000 2500
Intelligence 250 500 750 1000
Perception 100 250 500 750
Willpower 250 500 750 1000
Fellowship 250 500 750 1000

"'Ey, now dat wasn't nice at all… What? No, it wasn't da shotgun blast, it was da fact dat dey thought I'd die from it!"

Enforcers are the muscle and watchmen of the Cosa Nostra. Despite the description, Enforcers need not be giant, scrawny, muscle-bound gorillas (although some certainly are). Enforcers are certainly required to be tough, but toughness takes many forms- and it's simply not enough for quality enforcers to have nothing but toughness behind them. It falls to Enforcers to make sure those in the rackets pay up, and those who distill the booze sell, and the soldiers stick to the code and play by the Boss's rules. Because of that, Enforcers are monitors of both the external world of the Cosca as well as the internal. Those who break their oaths or bonds to the Cosca and run, or betray the Family somehow, are immediately marked as an Enforcer's quarry.

There are two ultimate paths open to Enforcers: Man of Steel, which focuses on being tough and solid and unyielding in combat; and Omerta Keeper, who focus on investigation and pursuit of those who wrong the Family.

Enforcer Starting Skills: Speak Language (English); Literacy; Inquiry; Common Lore (Any); Underworld Lore (Cosca) or Underworld Lore (Gangs).

Enforcer Starting Talents: One-Handed Melee Weapons Training (Impact) or One-Handed Melee Weapons Training (Rending); Pistol Training (SP) or Basic Weapon Training (Shotgun); Quick Draw or Rapid Reload; Enigma Rating 1; Minor Enigma Powers equal to Willpower Bonus; Enigma Power.

Enforcer Starting Equipment: Shotgun (of your choice) w/12 shells; baseball bat; brass knuckles; knife; heavy leather coat or light gangster vest; 1 set of good quality clothing; wristwatch; 1 packet of cigarettes or 1 flask, filled with whiskey.

Gorilla (Rank 1)

Advance Cost Type Prerequisites
Awareness 100 S -
Common Lore (Any) 100 S -
Underworld Lore (Cosca) 100 S -
Underworld Lore (Gangs) 100 S -
Underworld Lore (Cosca)+10 100 S Underworld Lore (Cosca)
Underworld Lore (Gangs)+10 100 S Underworld Lore (Gangs)
Drive (Automobile) 100 S -
Drive (Heavy Vehicle) 100 S -
Inquiry+10 100 S -
Scrutiny 100 S -
Swim 100 S -
Basic Weapon Training (Primitive) 100 T -
Basic Weapon Training (Sub-machine gun) 100 T -
Basic Weapon Training (Shotgun) 100 T -
Pistol Training (SP) 100 T -
One-Handed Melee Weapons Training (Rending) 100 T -
One-Handed Melee Weapons Training (Impact) 100 T -
Thrown Weapons Training (Primitive) 100 T -
Rapid Reload 100 T -
Sound Constitution= 100 T -
Minor Enigma Power= 100 T -
Enigma Power 200 T -
= This advance can be taken three times at your rank.

Thug (Rank 2)

Advance Cost Type Prerequisites
Common Lore (Any) 100 S -
Underworld Lore (Cosca)+20 100 S Underworld Lore (Cosca)+10
Underworld Lore (Gangs)+20 100 S Underworld Lore (Gangs)+10
Intimidate 100 S -
Security 100 S -
Tracking 100 S -
Barter 200 S -
Ciphers (Mafia) 200 S -
Tech-Use 200 S -
Two-Handed Melee Weapon Training (Rending) 100 T -
Two-Handed Melee Weapon Training (Impact) 100 T -
Disarm 100 T Ag 30
Double Team 100 T -
Leap Up 100 T Ag 30
Light Sleeper 100 T Per 30
Peer (Cosca) 100 T Fel 30
Resistance (Cold) 100 T -
Resistance (Heat) 100 T -
Sound Constitution 100 T -
Takedown 100 T -
Minor Enigma Power= 100 T -
Enigma Power 200 T -
= This advance can be taken three times at your rank.

Strongarm (Rank 3)

Advance Cost Type Prerequisites
Ciphers (Homeless) 100 S -
Common Lore (any) 100 S -
Dodge 100 S -
Interrogation 100 S -
Underworld Lore (Mafia Family (Pick one) 100 S -
Search 100 S -
Climb 200 S -
Silent Move 200 S -
Survival 300 S -
Die Hard 100 T WP 40
Sound Constitution 100 T -
Minor Enigma Power= 100 T -
Basic Weapons Training (Flame) 200 T -
Two-Weapon Ranged Wielder (Pistols) 200 T Bs 35, Ag 35
Two-Weapon Melee Wielder (Impact) 200 T Ws 35, Ag 35
Sprint 200 T -
Street Fighting 200 T -
Enigma Power 200 T -
Crushing Blow 300 T S 40
= This advance can be taken three times at your rank.

Tough Guy (Rank 4)

Advance Cost Type Prerequisites
Charm 100 S -
Common Lore (Any) 100 S -
Deceive 100 S -
Inquiry+20 100 S Inquiry+10
Search+10 100 S Search
Security+10 100 S Security
Tracking+10 100 S Tracking
Blather 200 S -
Carouse 200 S -
Evaluate 200 S -
Tech-Use+10 300 S Tech-Use
Minor Enigma Power= 100 T -
Decadence 100 T T 30
Hard Target 100 T Ag 40
Heightened Senses (Hearing) 100 T -
Heightened Senses (Sight) 100 T -
Iron Jaw 100 T T 40
Peer (Criminals) 100 T Fel 30
Pistol Expertise (SP)^ 200 T Pistol Training (SP), BS 35
Enigma Power= 200 T -
Enigma Rating 2 200 T Enigma Rating 1
= This advance can be taken three times at your rank.
^ This advance is a new talent and is listed below in the 'New Talents' section.

Enforcer (Rank 5)

Advance Cost Type Prerequisites
Charm+10 100 S -
Climb+10 100 S -
Concealment 100 S -
Dodge+10 100 S -
Interrogation+10 100 S -
Intimidation+10 100 S -
Underworld Lore (Bootlegging) 100 S -
Scrutiny+10 100 S -
Secret Tongue (Cosca) 100 S -
Scholastic Lore (Police Tactics) 200 S -
Enigma Lore (Enigmas) 200 S -
Underworld Lore (Smuggling) 200 S -
Logic 200 S -
Shadowing 200 S -
Silent Move+10 200 S Silent Move
Sleight of Hand 200 S -
Basic Weapon Expertise (Shotgun)^ 200 T Basic Weapons Training (Shotgun), BS 35
Combat Master 200 T WS 30
Deadeye Shot 200 T BS 30
Two-Weapon Melee Wielder (Rending) 200 T WS 35, AG 35
One-Handed Melee Weapon Expertise (Impact)^ 200 T One-Handed Melee Weapon Training (Impact), WS 35
One-Handed Melee Weapon Expertise (Rending)^ 200 T One-Handed Melee Weapon Training (Rending), WS 35
Melee Weapon Training (Exotic) 200 T -
Sound Constitution= 200 T -
Enigma Power= 200 T -
Enigma Rating 3 200 T Enigma Rating 2
Swift Attack 300 T WS 35
= This advance can be taken three times at your rank.
^ This advance is a new talent and is listed below in the 'New Talents' section.

Watchman (Rank 6, Omerta Keeper Rank 1)

Advance Cost Type Prerequisites
Common Lore (Any) 100 S -
Common Lore (Any)+10 100 S Common Lore (Any)
Interrogation+20 100 S Interrogation+10
Search+20 100 S Search+10
Security+20 100 S Security+10
Speak Language (Italian) 100 S -
Tracking+20 100 S Tracking+10
Underworld Lore (Mafia Family (Pick one)) 100 S -
Disguise 200 S -
Lip Reading 200 S -
Scholastic Lore (Cryptology) 200 S -
Scholastic Lore (FBI) 200 S -
Underworld Lore (Police Informants) 200 S -
Secret Tongue (Mafia Family (Pick One)) 300 S Underworld Lore (Mafia Family)
Resistance (Insanity) 100 T -
Strong Minded 100 T (WP 30, Resistance (Telepathy)
Total Recall 100 T Int 30
Melee Weapon Expertise (Exotic) 200 T Melee Weapon Training (Exotic), WS 35
Blademaster 200 T WS 30, Melee Weapon Training (any)
Sound Constitution 200 T -
Talented (Logic) 200 T Logic
Talented (Shadowing) 200 T Shadowing
Enigma Threshold Expansion^ 200 T -
Enigma Power= 200 T -
Enigma Rating 4 200 T Enigma Rating 3
Counter Attack 300 T WP 40
Crippling Strike 300 T WS 50
Resistance (Telepathy) 300 T -
= This advance can be taken three times at your rank.
^ This advance is a new talent and is listed below in the 'New Talents' section.

Guardian (Rank 7, Omerta Keeper Rank 2)

Advance Cost Type Prerequisites
Charm+20 100 S Charm+10
Common Lore (Any)* 100 S -
Literacy+10 100 S Literacy
Underworld Lore (Mafia Family)+10 100 S Underworld Lore (Mafia Family)
Underworld Lore (Bootlegging)+10 100 S Underworld Lore (Bootlegging)
Underworld Lore (Smuggling)+10 100 S Underworld Lore (Smuggling)
Underworld Lore (Mafia Family (Pick one)) 100 S -
Speak Language (Italian)+10 100 S Speak Language (Italian)
Command 200 S -
Underworld Lore (Police Informants)+10 200 S Underworld Lore (Police Informants)
Enigma Lore (Enigmas)+10 300 S Enigma Lore (Enigmas)
Blind Fighting 100 T Per 30
Lightning Reflexes 100 T -
Precise Blow 100 T WS 40, Sure Strike
Resistance (Fear) 100 T -
Air of Authority 200 T Fel 30
Arms Master 200 T BS 30, Basic Weapon Training (any two)
Sound Constitution 200 T -
Enigma Power= 200 T -
Enigma Rating 5 300 T Enigma Rating 4
Furious Assault 300 T WS 35
* This advance can be taken twice at your rank.
= This advance can be taken three times at your rank.

Omerta Keeper (Rank 8, Omerta Keeper Rank 3)

Advance Cost Type Prerequisites
Literacy+20 100 S Literacy+10
Underworld Lore (Mafia Family)+20 100 S Underworld Lore (Mafia Family)+10
Underworld Lore (Bootlegging)+20 100 S Underworld Lore (Bootlegging)+10
Underworld Lore (Smuggling)+20 100 S Underworld Lore (Smuggling)+10
Underworld Lore (Mafia Family (Pick one))+10 100 S -
Scholastic Lore (Police Tactics)+10 200 S
Underworld Lore (Police Informants)+20 200 S Underworld Lore (Police Informants)+10
Scrutiny+20 200 S Scrutiny+10
Underworld Lore (Commission) 300 S -
Basic Weapon Training (Rifle) 200 T -
Dual Shot 200 T Ag 40, Two-Weapon Ranged Wielder (any)
Dual Strike 200 T Ag 40, Two-Weapon Melee Wielder (any)
Heavy Weapons Training (Launcher) 200 T -
Hip Shooting 200 T BS 40, AG 40
Independent Targeting 200 T BS 40
Iron Discipline 200 T WP 30, Command
Peer (Crime Bosses) 200 T Fel 30
Pistol Mastery (SP)^ 200 T Pistol Expertise (SP)
Talented (Command) 200 T Command
Wall of Steel 200 T Ag 35
Enigma Power= 200 T -
Enigma Rating 6 300 T Enigma Rating 5
Enigma Threshold Expansion 300 T -
Crack Shot 300 T BS 40
Lightning Attack 300 T Swift Attack
Sound Constitution* 300 T -
* This advance can be taken twice at your rank.
= This advance can be taken three times at your rank.
^ This advance is a new talent and is listed below in the 'New Talents' section.

Overseer (Rank 6, Man of Steel Rank 1)

Advance Cost Type Prerequisites
Climb+20 100 S Climb+10
Command 100 S -
Interrogation+20 100 S Interrogation+10
Intimidation+20 100 S Intimidation+10
Survival+10 100 S Survival
Tracking+20 100 S Tracking+10
Ciphers (Police) 200 S -
Secret Tongue (FBI) 200 S -
Arms Master 100 T BS 30, Basic Weapons Training (any two)
Hip Shooting 100 T BS 40, Ag 40
Basic Weapons Training (Rifle) 200 T -
Blind Fighting 200 T Per 30
Heavy Weapons Training (Launcher) 200 T -
Heavy Weapons Training (HMG) 200 T -
Two-Handed Melee Weapons Expertise (Rending)^ 200 T 2H Melee Weapons Training (Rending)
Two-Handed Melee Weapons Expertise (Impact)^ 200 T 2H Melee Weapons Training (Impact)
Marksman 200 T BS 35
One-Handed Melee Weapons Mastery (Rending)^ 200 T 1H Melee Weapons Expertise (Rending)
One-Handed Melee Weapons Mastery (Impact)^ 200 T 1H Melee Weapons Expertise (Impact)
Enigma Threshold Expansion^ 200 T -
Enigma Power= 200 T -
Lightning Attack 300 T Swift Attack
Sound Constitution 300 T -
Enigma Rating 4 200 T Enigma Rating 3
= This advance can be taken three times at your rank.
^ This advance is a new talent and is listed below in the 'New Talents' section.

Iron Fist (Rank 7, Man of Steel Rank 2)

Advance Cost Type Prerequisites
Command+10 100 S Command
Scholastic Lore (Police Tactics)+10 100 S Scholastic Lore (Police Tactics)
Scrutiny+20 100 S Scrutiny+10
Underworld Lore (Mafia Family (Pick One)) 100 S -
Bulging Biceps 100 T S45
Dual Shot 100 T AG 40, Two-Weapon Wielder (any ranged)
Independent Targeting 100 T BS 40
Iron Discipline 100 T WP 30, Command
Resistance (Poison) 200 T -
Gunslinger 200 T BS 40 Two-Weapon Wielder (any ranged)
Peer (Military) 200 T Fel 30
Enigma Power= 200 T -
Enigma Rating 5 300 T Enigma Rating 4
Crack Shot 300 T| BS 40
Sound Constitution* 300 T -
* This advance can be taken twice at your rank.
= This advance can be taken three times at your rank.

Man of Steel (Rank 8, Man of Steel Rank 3)

Advance Cost Type Prerequisites
Command+20 100 S Command+10
Common Lore (Any)+10* 100 S Common Lore (Any)
Underworld Lore (Mafia Family)+10* 100 S Underworld Lore (Mafia Family)
Scholastic Lore (Police Tactics)+20 100 S Scholastic Lore (Police Tactics)+10
Scholastic Lore (FBI Tactics) 100 S -
Speak Language (Italian) 100 S -
Scholastic Lore (Military Tactics) 200 S -
Literacy+10 200 S Literacy
Underworld Lore (Bootlegging)+10 200 S Underworld Lore (Bootlegging)
Cleanse and Purify 200 T Basic Weapon Training (Flame)
Enigma Power= 200 T -
Enigma Rating 6 300 T Enigma Rating 5
Enigma Threshold Expansion 300 T -
Counter Attack 300 T WS 40
Crippling Strike 300 T WS 40
Dual Strike 300 T AG 40, Two-Weapon Wielder (any melee)
Pistol Mastery (SP)^ 300 T Pistol Expertise
Mighty Shot 300 T BS 40
Sound Constitution* 300 T -
* This advance can be taken twice at your rank.
= This advance can be taken three times at your rank.
^ This advance is a new talent and is listed below in the 'New Talents' section.

Hitman

Runner

Soldier

Enigma Powers

Tells

Prices

Enigma Archetypes

Telekinetic

Telepathic

Elemental

Spiritualism

Bioesotericism

Spacetime Control

Characteristic Modifiers

Credits

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