UA - Untouchable Archetype
Jason P.Prince
wanderer at wr.com.au
Sat Feb 6 17:56:29 PST 1999
Hi everyone.
I am tinkering with ideas for
PC and PC nemesis archetypes and
this one seemed pretty obvious.
Its a draft and if people have other
ideas please let me know.
The Untouchable
by Jason P.Prince - wanderer at wr.com.au - 7 Feb 99
Attributes: The untouchable is the embodiment of incorruptible, relentless
pursuit of organized criminals (which would include cabals up to no good).
This archetype's world is a place of high ideals and an undying wish to
protect society from those who try to create an underworld in defiance of
the law.
Taboos: Untouchables never bow to threats or bribes, nor do they flaunt the
law for their own ends. They never ask others to take risks they themselves
are not, or would not take.
Symbols: Badge (police or private detective), gun, baton, radios or phone
communication devices, unmarked cars.
Suspected Avatars in History: The "Untouchables" - like Elliot Ness, Italian
magistrate Giovanni Falcone, J Edgar Hoover, various modern FBI operatives.
Channels:
1%-50%: The Avatar has an uncanny ability to spot organized criminal
activity. If they make an avatar: Untouchable roll they may flip-flop any
skill roll being used to investigate (notice, persuade etc) organized
criminal activity.
51-70%: The Untouchable is harder to dissuade from pursuit of organized
criminals. If the Avatar fails a stress check based on Violence,
Helplessness or Isolation, it can be flip-flopped if the changed result is
less than the Untouchable's avatar skill.
71-90%: At this level the Untouchable avatar becomes harder to stop through
violence, They may substitute their Avatar Untouchable Skill for any skill
check to avoid damage (in the immediate future - a few rounds). This
includes the obvious things like avoiding being hit through dodging, but
also is for notice rolls to detect a would be assassin or when checking to
see if a car has been booby-trapped.
91%+: At this level the avatar becomes a force to be reckoned with. When
interacting, combat or other tests, with organized criminals they can
automatically flip-flop any checks.
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