Charger

Typically, powerful and knowing occultists are the sort of thing the GM wants to have ready ahead of time, but you never know. A carefully crafted antagonist could always catch an 01 from a PC with a shotgun and need to be quickly replaced, by this gal. She’s twitchy and shy and overcompensates with arrogance. She gets real mad if you correct her on anything, but she’s at least shrewd and she keeps her promises with the same finicky and overbearing exactitude she applies to her taboo.

She’s got some kind of artefact—something that isn’t at all associated with the powers of her adept school—and is convinced it’s evidence of an ancient global Yeti civilization, of which American Bigfoots and Skunk-Apes are just just the degenerate and inbred remnants. She’s seeking a complimentary device (or possibly location, she’s not sure) and will stop at nothing to secure it.

HELPLESSNESS 3 Hard
ISOLATION 4 Hard
SELF 4 Hard
UNNATURAL 6 Hard
VIOLENCE 3 Hard

Instead of Charger being a separate Identity, do as for Adepts. Just give her your favourite magick school and any ol’ artefact that catches your eye.


Source:
  • UA3, Expose

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