Airship Pilot

Alchemist – Professor George Oninos


Anathema – The Artificial People, the Vat-Grown. While blessed by their idiosyncratic creators (no two Anathema are alike), they nevertheless carry the burden of their origins and always have flaws mental and physical. Living examples of how power of any sort always exacts its price, particularly in the Neo-Victorian World. (UnMet, Page 323)

Aristocrat – The Blue-Bloods, the Quality of Britain. Born to a life of privilege, they nevertheless struggle to gain their ends. While they begin with many material and social benefits, they are ever mindful of how they look and of the looming specter of scandal. (UnMet, Page 119)

Criminal – Maude Lackerey The Family, the dishonorable sons and daughters of the streets. The Metropolis is both bolt-hole and hidey-hole to them, and they know its ways like nobody else. Prone to making their livings by any means necessary; experts at marshalling unusual resources. (UnMet, Page 122)

Detective – A Detective may be a plainclothes policeman, an expert in criminology sought after for his professional opinion, or a private investigator representing the interests of paying clients. In whatever capacity, they are individuals who make their livelihoods seeking the secrets of the metropolis. (UnNec, Page 44)

Deathwatch – Felix Jäger Warstead

Dhampir – Elizabeth Winters The Elegant Half-Alive Almost-Vampires. Beautiful, passionate and dangerous anti-heroes who have won their place in Society. While powerful, they are plagued by their strong emotions and their half-alive state, and their tendency to fly into a berserk fury when confronted by a vampire. (UnMet, Page 125)

Doctor – Dr Archimedes McDonald The men and women of Science pursuing knowledge, often beyond the bounds of Reason and Common Sense. To be sure, they are well-versed in Medical Arts; but also know Alchemy and other lores that might give pause if discussed in common company. If you’re hurt, then you must turn to a Doctor – best to consult one you know well. (UnMet, Page 127)

Exorcist – Father Felix Barraclough Exorcists are devoutly religious individuals who have devoted their lives to delivering humanity, great and small, from the predations of the invisible world. Relying on the power of faith and their sheer force of will, exorcists cast out the spirits of the dead, forcing them to relinquish their hold on the physical world. (UnNec, Page 48)


Medium – Throughout the world and recorded history, there have always been those who could speak to the spirits – not just able to perceive them but also peer into the mists of the spirit world. For the medium, gazing into the spiritual landscape is as natural as drawing breath, for they possess the Second Sight. (UnNec, Page 53)

Mourner – The Neo-Victorian Sitters for the Recently Deceased. No mere sineaters or professional weepers for the departed, the Mourners are the Witnesses for the Perfumed Dead of the Aristocracy. Masters of melee combat, they can be relied on to end threats to the Quality with a very sharp blade, even from the risen recently-deceased. (UnMet, Page 130)

Parapsychologist – Dr Frederick Bragg Relying on wits, intuition and an array of aethertech devices, the parapsychologist is an intrepid student of the invisible world. Differing from the methods of occultists and spiritualists, the methods of a parapsychologist are scientific and rigorous. (UnNec, Page 56)

Psychic – Psychics are people of rare and incredible supermundane power. They might be able to levitate through the air, gaze into the future, move items without touching them or ignite fires with a glance… but at the price of peace of mind. The greater the talent, the more unbalanced and unstable the human mind wielding the inhuman powers becomes. (UnNec, Page 59)


Undertaker – The Stars of the Penny-Dreadfuls and Heroes of the Common People; Brutal and tough professional bounty hunters who keep the streets of the Metropolis clear of the Undead and the Half-Alive, whether it be Zombie, Vampire, Ghoul or Thrope. (UnMet, Page 132)

Ability Matrix

Actor Adventuress Airship Pilot Alchemist Alienist Aristocrat Criminal Deathwatch Detective Dhampir Doctor Exorcist Industrialist Journalist Medium Mourner Parapsychologist Psychic Pugilist Undertaker Summary
Special Ability Any Reassurance spends double their effectiveness “You get 6 draws rather than the usual 5 from the clue cards at the end of the sessions’ draw cycle" Can spend additional cards on Infiltration after the draw Can spend additional cards on Firearms after the draw Can double the effectiveness of Stability spends to add to combat draws against Vampires Can double the effectiveness of Stability spends on Medecine and First Aid The exorcist doubles the effectiveness of Theology spends to drive spirits from a possession Can double the effectiveness of Stability spends to add to combat draws against Animates “Psychic powers but add +1 difficulty to all Stability draws."
Special Everyman
Vitality 1 1 1 1 1 5
Stability 1 1 1 1 1 1 1 7
Standing 1 1 1 3
Athletics 1 1
Demolitions 1 1 2
Drive 0
First Aid 1 1 2
Filtch 1 1
Gambling 1 1
Infiltration 1 1 1 1 1 5
Pilot 1 1
Sense Trouble 1 1 1 1 4
Survival 1 1
Bureau 0
Linguistics 1 1 1 1 1 1 6
Performance 1 1 1 1 4
Reassurance 1 1 2
Scotland Yard 1 1
Streetwise 1 1 2
Traveller 1 1 1 1 4
Alchemy 1 1 2
Arts 1 1 1 3
Craft 1 1 2
Cryptography 0
Forensics 1 1 2
Forgery 1 1
Galvanics 1 1 2
History 1 1 1 3
Law 1 1
Medicine 1 1 1 3
Military Science 1 1 2
Natural Science 1 1
Parapsychology 1 1 1 1 4
Photography 1 1 1 3
Thanatology 1 1 1 1 4
Theology 1 1 1 1 4
Brawling 1 1
Melee 1 1 1 3
Firearms 1 1
Scientific Weaponry 1 1
6 6 5 5 5 5 5 5 6 5 5 5 2 5 5 5 5 4 1 5
Supermundane 1
Clues (White)
Purity token


Her Majesty's Finest [UnMet] sparksman sparksman