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