既成キャラクター

Presented in the eleven pages that follow are four ready-to-play
Characters to play with the Head Case story. Each of them includes
a brief introduction to who they are, what kind of Tager
they are and what abilities those manifestations have, and a
two-page Character Sheet with all their relevant game data.[

Here is a quick explanation of the particulars that pertain to
these four Characters.

Skills


General Skills

• Arcanotech Engineering – You understand the fundamental melding
of arcane sorcery and technical design.
• Athletics – Your increased physical prowess is the result of athletic
training. This skill is based on Agility, Strength, or Tenacity,
depending upon your attempted physical feat.
• Bureaucracy – You understand government, political, military, or
other organizational structures.
• Business – You understand corporate structure, business practices,
marketing strategy, and trade negotiations.
• Computers – Depending on your level of expertise, you can operate,
administrate, configure, and program a computer.
• Criminal – You have a talent for shady activities, including lock
picking, picking pockets, disabling alarms, stealing objects without
being noticed, disabling bugging and surveillance equipment,
and hot wiring vehicles.
• Culture – You have knowledge of a certain culture or typical
characteristics common among cultures.
• Education – Education measures the extent of your formal academic
learning.
• Engineering – You are skilled in the design, documentation, analysis,
and deployment of one or more engineering fields through the
application of scientific and mathematical principles, experience,
common sense, and creativity.
• Intimidate – You can cow an individual into submission through
subtle threats or through inflicting physical injury.
• Language – This skill allows you to speak individual languages or
their specialized dialects.
• Literacy – Literacy measures the complexity of text you can understand,
as well as the eloquence in the way you articulate your
thoughts on paper.
• Observation – You know how to search for the hidden, spot the
inobvious, and note the fine details of any object or situation
you might observe.
• Occult – You understand the darker realities that no one else
wants to acknowledge. You seek the hidden secrets of mysticism,
curses, hauntings, ancient rituals, eldritch sorcery, and dark
gods.
• Performance – You possess a musical, theatrical, oratory, dance,
or other form of artistic performance talent that you can exhibit
before an audience, typically for their entertainment.
• Regional Knowledge – You are acquainted with the characteristics
of a certain regional area.
• Science: Physical – You understand the science of matter, energy,
and their interactions.
• Stealth – You possess the ability to hide, move silently, or otherwise
avoid detection.
• Streetwise – You understand how to operate and survive within
the seedier side of civilization.
• Survival – You possess the necessary skill to live off the land.

Combat Skills

• Armed Fighting – You can fight effectively with any bashing,
slashing, or stabbing weapon that you can hold in your hand.
• Dodge – Your body has been trained through extensive drill to
respond to emergency situations.
• Fighting – You can fight effectively unarmed using your body as
its own weapon.
• Marksman – You can effectively handle any firearm, energy
weapon, or archaic projectile weapon in combat.

Qualities

Assets
• Acute Sight – Your Character has incredibly sharp vision and
receives a +2 Test Bonus to all sight-based Observation Tests.
• Alluring (2) – Your Character has something captivating about
him and gains a +2 Test Bonus using skills with Presence as the
governing Attribute against members of the opposite sex.
• Ally (1) – Your Character has developed a close relationship
with someone in a position to occasionally help him in times of
need. An Ally (1) has average skills or some measure of influence.
• Driven – Your Character will not succumb to adversity; Each episode,
he receives two free Drama Points that can be spent only
to overcome desperately difficult situations or situations requiring
severe concentration.
• Fearless – Your Character is virtually fearless and is undaunted
in the face of great danger and the unknown. Each episode, your
Character receives two free Drama Points that can be spent only
in fearful situations, such as when outclassed in battle or attempting
a dangerous stunt.
• Tager – Your Character has what it takes to be a Tager.
• Tager: Exceptional – Not only does your Character have what it
takes to be a Tager, he’s got that special something inside of him
that calls to an exceptional Tager.
• Wary – Your Character has an intuitive sense for dangerous
situations, which gives him a special chance to identify danger
before it is encountered.
Drawbacks
• Dark Secret (2) – There is something from your Character’s past
that must not be discovered by others. Dark Secret (2) is hazardous;
discovery might seriously affect his chances of promotion or
advancement or could gain him a powerful enemy.
• Debt (1) – Your Character begins with less money and financial
assets than normal and is considered lower class. He has a small
residence, an older vehicle, and very little disposable income.
• Depressive – Your Character is prone to depressive mood swings.
At the beginning of any episode, he must succeed at a Challenging
Tenacity Feat Test or suffer a –1 Test Penalty to all Tests for
the next one to five hours (half a die).

• Duty (1 or 2) – This Drawback represents your Character’s responsibilities
to his organization. (1) means your Character’s
duty demands only a portion of his time, while (2) means it demands
most of his time.
• Fanatical (2) – Your Character is fanatically dedicated to some
sort of ideal. Fanatical (2) means your Character will willingly
place himself in great danger in defense of the ideal.
• Impetuous – Your Character prefers action – and not in a good
way. He must succeed at a Challenging Tenacity Feat Test in order
to not rush forward with the most obvious and least thought
out course of action.
• Mean – Your Character derives great pleasure from the pain
and suffering of others, physically or psychologically. Whenever
your Character is in a position to inflict unnecessary pain upon a
potential victim he must make a Challenging Tenacity Feat Test
to resist the urge.
• Repellent (1) – Your Character is, to put it plain and simple,
unattractive. He may be ugly, have unflattering facial scarring,
poor personal hygiene, bad personal habits, or he could just
plain be an asshole. He suffers a -1 Test Penalty when making
Tests using Skills with Presence as the governing Attribute.
• Rival – Your Character has a rival of approximately equal ability
who shares a similar goal, be it certain a role in his organization,
a romantic interest, or the like.
• Truly Honest – Your Character cannot lie – he’s just plain bad at
it. He receives a –4 Test Penalty when he tries to lie as only the
most unobservant can’t catch it.

Tager Rules


Attributes


Tager symbionts increase the Attributes of their hosts. Each Tager
Character has two sets of Attributes – one set for their normal
form and one for their shifted form. This also means that they
have two sets of Secondary Attributes.

Abilities

• Tagers can shift instantly between their two forms. This ability
cannot be constrained by restraints or physical objects. The
symbiont will mystically destroy any such obstacles in order to
manifest.
• Tagers have microhooks on their hands and feet which allow
them to cling to and crawl on sheer surfaces like an insect.
• Tagers can perform super-human leaps and jump double normal
distances, sometimes more.
• Tagers are considered sealed against gas or biological attacks
and can produce their own air for short periods of time. This
internal air supply lasts for two hours. They have full mystical
life support and can even withstand the depths of the ocean or
the vacuum of space.
• Characters receive a +4 bonus to Fear Tests when shifted into
Tager form.
• Tagers, regardless of form, have the ability to detect Dhohanoids
(and other Tagers) in their mortal guise. By spending one
minute carefully observing a person, and succeeding at a Challenging
Observation Test, a Tager can figure out whether or not
he’s watching a monster.
• Tagers within one mile of each other, when shifted, are mindlinked.
This mindlink allows shifted Tagers to soundlessly communicate
through a form of limited telepathy, as well as know
what other Tagers are nearby and alive. This does not allow Tagers
to know precisely where each other is, how far they are away
from each other, or if they are hurt. It only senses whether they
are nearby and alive or dead.

Tager Senses

• Broadband Audio – Hearing is twice as sensitive and can register
super and subsonic ranges. Range: Hearing, 360°.
• Long Range – Doubles all sensor ranges.
• Nightvision – Used to see in very low light conditions, though
not in complete darkness. Vision is green and white, not color.
Range: Sight.
• Scan – Gathers vital statistics on living things, including whether
or not something is alive or dead, its age, its gender, its level
of health, and whether or not it is diseased. Range: 100 yards.
• Sonar – Only usable underwater; bounces sound waves to paint
a picture of all objects within range, including terrain features.
Range: 1 mile, 360°.
• Thermal – Registers heat signatures. Range: 100 yards.
• X-Ray – Uses X-rays to see through most materials, registering
dense substances, including metals and bones. Range: 50
yards.

Combat

• Tagers use their Fighting skill instead of their Armed Fighting
skill when wielding their natural non-projectile weaponry, such
as blades or claws as these weapons are an extension of their
body.
• Tagers regenerate Vitality, even in their natural mortal form.
The number listed first represents the amount of Vitality they
regenerate every hour in their natural form and the second number
listed is the amount of Vitality they regenerate each turn in
their shifted form.
• Each Tager has what is called a Limit Weapon which is very
powerful. Limit Weapons can only be used once every 24 hours
To activate the attack the Tager must first succeed at a Hard Tenacity
Feat Test. Using a Limit Weapon requires all of a Tager’s
Actions for the turn and can be the only Action that turn.
• The hands of a shifted Tager are too large to use conventional
weaponry. However, the Eldrith Society has modified some
types of weapons, including assault rifles and man-portable anti-
mech weaponry, with larger grips, triggers, and trigger guards
for Tager use. The availability of these special weapons is up to
your Storyguide.
• Tagers have a Fear Factor, which represents the Difficulty for
Fear Tests for mortals who observe their monstrous forms.

Gear

Since most of the Characters in CthulhuTech are middle-class,
feel free to give them whatever normal kinds of possessions
might apply. Assume they all have PCPU’s (peeks) – portable
computers with wireless access that are also phones and debit/
credit cards. If you want to give them firearms, several are outlined
in the Head Case adventure.
最終更新:2011年01月08日 21:06
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