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Occult Scholar

In document Cthulhu Tech (Page 76-79)

Occult Scholars are well-learned academics, particularly versed in all things supernatural and hidden. However, their main area of specialization and the thing that makes them so valued is their knowledge of the occult it-self. Occult Scholars have their place among arcanotech research teams as advisors in the Aeon War and as intelligence analysts for the New Earth Government. They are also found as pundits, authors, professors, occult investigators, or the guy who runs the coffee shop down the street.

A true understanding of the occult comes with a price. Many hidden things are beyond the capacity of the Human or Nazzadi psyche to comprehend – in a word, they’re maddening. Occult Scholars are sometimes consumed by their pursuits. There is an unwritten code among scholars to watch out for each other’s grip on reality and they are often unafraid to commit a col-league who has clearly gone too far.

Many times the occult pursuits of an Occult Scholar bring him to the prac-tice of magic as he puts into pracprac-tice the theory he’s studied. Not only is sorcery personally dangerous, it’s regulated. Even the average scholar is required to get permits for his occult texts as they, along with occult and ritual supplies and enchanted items, are considered controlled substances.

Scholars who practice sorcery must register with the NEG’s Office of In-ternal Security, who tracks both them and their ability – for the safety of society.

Attributes: Higher than average Intellect and Tenacity recommended.

Suggested Skills: Education, History, Languages, Occult, Research required Qualities: Watched (2) – if just a scholar, Watched (3) – if a registered sorcerer.

Special Gear: A small basic occult reference library and a good portable computer.

Sample Attributes:

Human/Nazzadi Agility 5/6 Intellect 7/7 Perception 6/6 Presence 5/5 Strength 5/5 Tenacity 8/7 Sample Skills:

Appraisal: Student Computer: Student Education: Adept History: Student Hobby: Student

Languages (Arabic): Novice Languages (English): Expert Languages (Latin): Novice

Languages (R’lyehan): Novice (if Human) Languages (Tsath-yo): Novice

Literacy: Adept Occult: Adept

Regional Knowledge: Novice Research: Novice

Trivia: Student

77

CHAPTER FIVE: alter ego

Soldier

Soldiers are those warriors who live outside of giant mecha.

Some are the rank and file of the New Earth Government’s infantry, charging across the field of battle with an assault rifle and battle armor. Some are special forces troops who execute covert actions deep behind enemy lines. Some are guerrilla fighters caught in enemy territory just trying to survive. But Soldiers aren’t just found on the field of battle.

They are also the brave police keeping order inside NEG cities. Some are government agents who investigate occult violations or potential cult insurgency as well.

Many soldiers are trained in the use of powered armor.

These small mecha suits have the ability to get places other forms of mecha cannot and they are especially of use in-side cities and arcologies. Police and special forces troops are more likely than other soldiers to use powered armor on a regular basis.

Soldiers in the NEG are a tough and determined lot. Most don’t get to hide inside a machine when it’s time to go to war. Both the training they’ve received and the horrors they’ve seen in battle combine to make them hard and vicious. Some soldiers have described their perspective as “having the vol-ume turned down” in other parts of their lives.

Attributes: Higher than average Perception and Tenacity recommended.

Suggested Skills: Armed Fighting, Dodge, Marksman, Medicine, Survival

required Qualities: Authority (1) – if municipal, Duty (1) – if municipal, Duty (2) – if military

Special Gear: A suit of combat armor (such as either Light or Heavy Spectrashield Combat), a sidearm (such as a UT-7 Hornet, CS-40 Defender, or CS-44 Enforcer), an assault rifle (such as an AR-25 or a HKS-192), a composite com-bat knife, and a survival kit.

Sample Attributes:

Human/Nazzadi Agility 6/6 Intellect 5/5 Perception 7/7 Presence 5/5 Strength 6/6 Tenacity 7/7 Sample Skills:

Armed Fighting: Novice

Athletics: Student (Novice if Human) Dodge: Adept, Dive for Cover Focus Fighting: Novice

Hobby: Student

Languages (English): Expert Literacy: Novice

Marksman: Adept, Assault Rifle Focus Medicine: Student

Observation: Novice Regional Knowledge: Novice Stealth: Student (Novice if Human) Survival: Novice

Trivia: Student

Tager

Prerequisite: The symbiont that makes a Tager has a will of its own and a candidate must be able to master it during the Rite of Sacred Union. Tager Characters must start with a Tenacity of at least seven.

Tagers are those who have undergone the Rite of Sacred Union to merge with a supernatural symbiont. This union creates a powerful biomechanical shell from the symbiont, which will form around the Human or Nazzadi host at will. It exists invis-ibly in extra-dimensional space and manifests only when called. Tagers are wicked mystical warriors, hiding within the currents of everyday society.

The sole heir to the secrets of the Ta’ge Fragments, which hold the Rite of Sacred Union, is the Eldritch Society. A secret occult group, the Eldritch Society has their origins in Nyarlathotep’s cult. The Tagers are the Eldritch Society’s holy warriors, carrying out their crusade against the insidious Children of Chaos and their Dho-hanoid servants.

The type of Tager a person becomes is solely determined by the symbiont. It picks the person and not vice versa. A Tager is trained to maximize the abilities of his symbiont once it has manifested, regardless of how he was trained beforehand.

As part of the Eldritch Society, Tagers are a serious and focused lot. They understand the importance of their role and their special place in the universe, which breeds a conviction and fanatical reverence. Besides that, Tagers develop personality traits indicative of the type of symbiont with which they bond. Some become painfully at-tentive and patient while others become coldly confident and bloodthirsty.

Bonding with a thing from beyond space and time is a nerve-wracking experience.

Tagers tend to be a little more “out there” than normal people and this only in-creases with time. They are trained in certain mental disciplines and counseled within the Eldritch Society in order to maintain their sanity. Fortunately, most Tag-ers are strong-willed and able to keep a firm grip on reality on their own.

Attributes: Higher than average Agility recommended. Minimum Tenacity of 7 required.

Suggested Skills: Athletics, Dodge, Fighting, Marksman, Occult

required Qualities: Tager (4), Tager: Exceptional (2) – if Nightmare, Duty (3), Fanatical (2-3)

Special Gear: A sidearm (such as a UT-7 Hornet, CS-40 Defender, or CS-44 En-forcer) and a symbiont to which the Character is bonded (see p. 172 for a list).

Sample Attributes:

Human/Nazzadi Agility 7/7 Intellect 5/5 Perception 6/6 Presence 5/5 Strength 6/6 Tenacity 7/7 Sample Skills:

Athletics: Novice Computers: Student Criminal: Student Dodge: Adept Fighting: Adept Intimidate: Student Languages (English): Expert Law Enforcement: Student Literacy: Novice

Marksman: Novice Observation: Novice Occult: Novice

Regional Knowledge: Novice Research: Student (Novice if Human) Security: Student

Trivia: Student (if Human)

CharaCter DeveloPment

As stories progress, Dramatic Characters gain points in what is called Experience. These rewards represent the Character’s learning and evo-lution and can be used to improve a variety of a Character’s aspects.

Experience is usually handed out at the end of every play session and you may spend it immediately or save it up. Experience can be spent at any time to develop your Character – even during an episode.

In document Cthulhu Tech (Page 76-79)