- Litterbug, Solo (2 phase) (trash and debris crawling together, amorphous vaguely humanoid form). Crush, throw, flatten.
- Bag Serpent, Bruiser. (sinuous form of fluttering bags, eyes of smiley faces “Thank You Have a Nice Day”) Pluck, Buffet, smother.
- Imps, Horde. (Bodies the color of dust and lint, dripping noses, beady eyes like black plastic). Swarm, gnaw, choke.
- Crossing Guard, Standard. (White neon outline, outstretched orange hand). Detain, block, repel.
- Mercenaries (grey and brown tactical gear, matte black guns, hungry swords and knives). Flank, keep distance, disrupt
- Automatic Weapon (ranged), suppress.
- Scout (skulk), safety vest invisibility, shank.
- Trooper (standard), tactical grenades
- Sergeant (leader), direct, pistol & sword.
- Specters, Standard. (baggy hoodies and grey/white/black and jeans, white earbuds, empty voids where the face should be). Drain, scream, Ignore blows.
- Fae Knight, Leader. (Neon: impeccable hair, ravewear glimmering with magic, blade of the black glass of skyscrapers at night. Pine: Armor of pinecone like scales, wavering blue axe that strikes like a crashing wave). Evade, Mock, Take Offense.
- Fae Footsoldier, Standard (Neon: tailored suits, dyed hair/fur, shining sunglasses, brass knuckles and blasts of thumping bass. Pine: workwear, Filson jackets, jeans and tall boots, spears topped with pine needles, spells of bubbling sap). Strike, Act Together, Follow Orders
- Fae Skirmisher, Ranged (Neon: tech wear, climbing gloves, chemlights, balls of sodium light. Pine: flannel shirts, straight fit jeans, bows launching gusts of sea air). Climb, fan out, keep distance.
- Fae Lurk, Skulk (Neon: . Pine: )
- Faerie Enchanter, Support (Neon: glimmering yellow wasp wings, robes of moonlight, spells of smog and tar. Pine: Soft moth-wings, robes of mist, spells of water and branches). Befuddle, Play, Call for help
- Fae Hound: Minion (Neon: dog-like shadows with neon orange eyes, growl like a truck’s diesel engine. Pine: tangled branches and vines, growl like distant surf). Harass, Snap, Intercept
- Vampire, Elite. (Varied garb, eyes locked on your neck, stutter stop walk). Cling, fling, feed
- Vampire Servant, Standard (tracksuits, jeans and outdoors gear, gaunt with uncaring eyes). Interfere, assault, unflinching.
- Vampire’s Chosen, Support. (striking clothes that coordinate with their vamp). Distract, entangle, absorb.
Shared Blood - Action. Mark a Stress to end the effect of a spell or clear any condition affecting the Chosen or any Vampiric ally they can see within Close range.
Draining Shadows - Action. Spend a Fear, a point within Far range fills with grasping toothed shadows. All targets within Close are Restrained until they break free with a successful Strength or Instinct roll. Targets Restrained by this Action have their strength sapped and must spend a Hope to make an action roll.
Blood Siphon - Action. Spend a Fear to make a standard attack against a target within range. On a success, if the target has already Marked HP the attack deals Direct damage.
- Fatberg, Bruiser. (Horrible seething mass of congealed fat and grease, laden with wipes and other flushable waste). Engulf, ooze, divide
- Grease ooze, Minion. (Smell of rancid oil, potatoes, fried food).
- Urban Summoner, Support. (Clothes appropriate to station, coat or satchel for spell items). Summon, Vex, Deny access.
Painted Reinforcements - Action: Summon PC count of Graffiti Defenders within Close range.
- Graffiti Defender, Minion. (Spray painted figures, fantastic animals and simple humanoids). Pile on, smear.
Minion (4) - Passive.
Group Attack - Action. Spend a fear to choose a target and spotlight all Graffiti Defenders within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 2 damage each. Combine this damage.
- Urban Evoker, Ranged. (Clothes appropriate to station, umbrella with mystical sigils, walking staff, etc). Unleash, Bombard, Declaim.
- Asphalt Worm, Skulk. (Skin of writhing asphalt, scent of molten tar, grinding teeth). Meld with environment, Abrade flesh, Spring a Trap.
- Were-cougar, Skulk. (Loose clothing, fluid walk, greenish eyes that flash at night). Leap, strike from above, shift and dash. Experiences: Natural Climber +3, Ambush Predator +2
Savage Prey - Passive. The Were-cougar has advantage against restrained targets.
Predatory Takedown - Action. Mark a Stress to choose a Target within Far range, the Were-cougar dashes and then Leaps, making an attack against the Target. On a success, deal 2d10+5 damage and the target must succeed on a Strength reaction roll or become Restrained.
Unnatural Resilience - Action. Once per scene, you can Spend a Fear to immediately recover 3 HP.