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  1. WARDIVER (Sample Character: Maeve Aberdeen)
  2. Take it, hold it, love it, never let it go." I've lost count of the number of times
  3. I've hard Maeve say that. All of us can use a gun, but she's the one who keeps and
  4. maintains one of her own, and it's never far from her hands. The only time I've
  5. seen her without it is when she was laid up in the infirmary burning with fever,
  6. and even then she managed to keep something sharp with her at all times.
  7. Some of the others think she's a timebomb waiting to go off. Not me. Maeve has the
  8. look about her; she's been trained for this and we haven't, and I trust her with my
  9. life, every inch of the way. If I was ever that deep in the shit and I cried out
  10. for someone to save me, I'd pray that it was Maeve. She's the best, and we all know
  11. it.
  12.  
  13. Unlike the other Divers, the WarDiver is recognised for their ability early in life
  14. and trained relentlessly to maximize their ability. This training is tough and
  15. often dehumanizing, but the suits mostly agree that that's something to worry about
  16. if humanity survives. The WarDiver is a consumate soldier, proficient with a
  17. variety of weapons and fighting styles, in addition to being an adequate field
  18. commander. Their sole weakness is that they frequently lack in OE Ability, but
  19. their command of standard weaponary more than makes up for this flaw.
  20.  
  21. SKILLS: Moreso than any other kind of fighter, the WarDiver thrives on the
  22. battlefield. WarDivers enter play proficient in the Command and Common Lore (War)
  23. skills.
  24.  
  25. TRAITS
  26.  
  27. POSITIVE
  28.  
  29. //Suffer not The Unclean to Live
  30. A mix of rough training and rougher battles, simulated but dangerous, has taught
  31. you both to hate the Twisted and to know how to put the hurt on them. Gain the
  32. Hatred (Twisted) talent.
  33.  
  34. //Look Not Upon The Heretic
  35. Sure, the Twisted are freaky as shit, but you've been looking at them since you
  36. could work, and possibly even before that; they have a hard time scaring you
  37. anymore. Gain the Resistance (Fear) talent.
  38.  
  39. //Once More Unto the Breach
  40. When the going gets tough, humans rally to the strongest and calmest person;
  41. whoever is 'in charge'. This is, invariably, you. Gain the Talented (Command)
  42. talent. In addition, gain the Team Leader asset.
  43.  
  44. //Keep Your Friends Close
  45. Seeing as you've been raised by CTI, you're well and truly involved with most of
  46. the staff, and have a good working relationship (and possibly personal
  47. relationship) with most of them. Gain the Peer (CTI) talent.
  48.  
  49. //Trying to Catch Me Fighting Dirty
  50. There's no place for honourable combat with the Twisted, and nobody knows this
  51. better than you. Improvised weapons of medium size do 1d10+SB damage of the
  52. appropriate type, and small weapons do 1d5+SB damage of the appropriate type and
  53. gain the Thrown quality. In addition, if you have the Street Fighter talent, you
  54. may apply it's effects to attacks made with improvised weapons.
  55.  
  56. NEGATIVE
  57.  
  58. //Memento
  59. The training you suffered at CTI's hands was horrible to start with and only became
  60. increasingly brutal as you grew up, but you have one small item that you've managed
  61. to keep secret and to yourself, that means more than anything else. Protect it
  62. well, as you will suffer a -10 penalty to all tests if you have reason to believe
  63. someone else has it (as the stress drives you to distraction); if the item is
  64. irretrievably lost, you instead suffer 1d5+10 insanity.
  65.  
  66. //Living Weapon
  67. A noted problem of the training regime you survived is that it tends to instill a
  68. "Punch first, ask later" mentality. Your handlers consider this a small price to
  69. pay for such a perfect weapon, but occasionally it causes some problems... if
  70. you're caught in a situation that could be more quickly and efficiently solved by
  71. breaking some faces than by talking, you must test Willpower or else do exactly
  72. that. If you would be forced to harm a superior (in reality or in your view) in the
  73. process, you automatically pass the Willpower test.
  74.  
  75. //Lone Wolf
  76. Resourcefulness is seldom considered a bad trait, but one can be TOO self-
  77. sufficient, to the point where it becomes an issue in combat. You may be able to
  78. give orders just fine, but your sense for the rhythm of your team and your ability
  79. to fit in with them is thoroughly shafted, either from lack of experience or lack
  80. of care. Any ability that grants a bonus through assistance with you as the
  81. beneficiary (such as Gang Up or Aid Another) has its effect halved.
  82.  
  83. //Repression
  84. Put plainly, the way you were trained was utterly inhumane. You do a pretty good
  85. job of hiding the mental scars in order to avoid being given new physical ones, but
  86. your state of mind just isn't as strong as it seems to be. You are treated as being
  87. 10 points of Insanity higher for the purpose of Willpower test modifiers and
  88. Disorders.
  89.  
  90. //Commander's Pet
  91. You may be a wolf on the battlefield, but back at base, you're a poodle. All the
  92. cleverness and insubordination you may have ever possessed has been beaten out of
  93. you, and any Fellowship-based skill directed at a superior (either in reality or in
  94. your view) is treated as automatically failing with 0 degrees of failure.
  95.  
  96. Starting Wounds: WarDivers enter play with 1d5+8+TB wounds.
  97. Fate: Roll 1d10 to determine your starting Fate Points - 1-7 = 2, 8-10 = 3.
  98.  
  99. NATURAL (Sample Character: Nina Johnson)
  100. Nina is the weakest of us, sort of. She calls herself that and none of us really
  101. see fit to contradict her. She can't crack like me or kill like Maeve, and she's
  102. not scary as hell like Miss Sharp. On the other hand, she's not terrible at
  103. anything... and she can do really freaky stuff with what we call PE Energy. I have
  104. no idea how the hell she does it, but I've seen her set entire rooms on fire with
  105. her mind. I know it's painful for her to do it, but the results are nothing short
  106. of amazing. I don't know about you, but if something has to die *now*, I'd probably
  107. call Nina to do it for me.
  108.  
  109. The Natural is the Diver who has been randomly picked up and discovered to have
  110. potential for Overdive. While they lack the refined killing technique of a WarDiver
  111. or the sheer command of their OE ability that Crackers possess, they have the
  112. greatest command of PE Energy, and further, they lack any significant weaknesses in
  113. their basic abilities.
  114.  
  115. SKILLS: Naturals have spent more time on the street and with other people than most
  116. of their fellows, and often have a knack for keeping an ear to the ground. Naturals
  117. enter play proficient in any two Common Lores of their choice.
  118.  
  119. TRAITS
  120.  
  121. POSITIVE
  122.  
  123. //Daughter of Eve
  124. For one reason or another, your mitochondria like to sing out with you. You're not
  125. entirely sure why and likely haven't been told anything, but you have one hell of a
  126. knack for 'spellcasting'. Gain +5 SR. In addition, you may spend a Fate point to
  127. add degrees of success to a successful Parasite Energy check equal to your
  128. Willpower Bonus.
  129.  
  130. //Natural Talent
  131. Whether from your upbringing or a hobby, you've developed some sort of personal
  132. knack that aids you in your endeavours. Gain +5 in any one attribute except SR, WS,
  133. or BS.
  134.  
  135. //No Respect
  136. You could look after yourself just fine before CTI grabbed you, and you can look
  137. after yourself just fine now, too, regardless of what they say. You may elect at
  138. any time to be immune to the Command skill, though beware the consequences of
  139. disobeying your chain of command.
  140.  
  141. //Expert Coward
  142. You don't particularly have any wish to get killed at CTI's whims and you sure as
  143. hell don't want to get turned into a Twisted. Those cowardly instincts serve you
  144. well on the battlefield: you may use the Disengage action as a Half action instead
  145. of a Full action. In addition, your Agility Bonus is doubled when moving directly
  146. away from enemies (you must not be moving closer to a foe as part of the move).
  147. Finally, once per session by spending a Fate Point, you may consult your DM for
  148. advice on the best way to escape your present predicament - regardless of if you
  149. could reach that conclusion in-character or not; your cowardly legs "just know"
  150. which is the best way to run.
  151.  
  152. //Master of Many Arts
  153. You have a certain special talent or mindset that lends itself to your continued
  154. survival. Select and gain any one Asset.
  155.  
  156. NEGATIVE
  157.  
  158. //Slow Learner
  159. You're not a fighter, you're a... well, whatever you are, you're certainly not a
  160. fighter. Weapon Proficiencies cost double for you to learn, as you lack natural
  161. aptitude for them.
  162.  
  163. //Eight Minutes of Death
  164. Most people don't survive their first encounter with the Twisted - they are a truly
  165. terrifying foe, capable of making even the bravest men lose their wits with their
  166. arrival, and this weighs more heavily on you than it does your compatriots. The
  167. first time you encounter a new kind of Twisted, you are considered to automatically
  168. fail the Willpower test against Fear with degrees of failure equal to it's Fear
  169. rating. This applies even if you possess the Fearless or Resistance (Fear) talents.
  170.  
  171. //Champion of Humanity
  172. You feel more strongly about the humans-versus-Twisted war than most people, to the
  173. point where you flatly refuse to even consider harming another human, regardless of
  174. the circumstances. You may spend a Fate Point to rid yourself of such scruples for
  175. the rest of the encounter or the session, whichever is shorter. However, in any
  176. situation where you willingly place yourself in direct danger in defense of another
  177. human, you gain +10 to all tests and the Resistance (Fear) trait for as long as you
  178. are defending them.
  179.  
  180. //Untrained Eye
  181. Plainly, you suck at fighting. It's not something you can't overcome with training,
  182. but you'll never be truly great, and your lack of natural ability slows you down a
  183. bit. Your Weapon and Ballistic Skill scores are each reduced by 3.
  184.  
  185. //Opera Tickets
  186. You may be able to channel and use Parasite Energy, but your body likes it a little
  187. TOO much, and disasters occur all too readily in your presence. You suffer Perils
  188. on a singles digit of 0 as well as 9.
  189.  
  190. Starting Wounds: Naturals enter play with 1d5+6+TB Wounds.
  191. Fate: Roll 1d10 to determine your starting Fate Points - 1-7 = 2, 8-10 = 3.
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