FORTITUDE
The Disaster
Deemed ‘reserve calamity level elimination weapon’, and one of the only executioners in history deemed close to exceeding category 7 in their abilities, Fortitude is kept on a strict freezing cycle. An extremely volatile and potent fighter, their ability to execute anomalies is only matched by their thirst for complete, unbridled destruction. Unleashing fortitude on a situation is often the equivalent of trying to crack a walnut with a factory grade hydraulic press.
Fortitude’s high defiance, Strength, allows them unparalleled physical abilities, but without proper training, its users can literally tear themselves apart. Their marked disregard for human life and rampant misanthropy have made them relatively unpopular within the upper ranks of the organization and they have relatively few admirers even amongst the more pessimistic junior executioners.
There is a special division of CASTLE’s weapon division deemed ‘Break Division’ dedicated to ‘tempering’ weapons for Fortitude to use, as without proper materials they cannot withstand the physical forces involved. The specialized research team takes great joy in their work and their discoveries have greatly advanced CAIN’s armaments.
LIKES:
Fighting Strong Opponents
DISLIKES:
Humans
Executioners
All other Virtues
CAIN Leadership
FAVORITE FOOD:
Hot Dogs*
*Per CASTLE addendum 3004, subject is only allowed nutrient paste.
BOND
STRICTURES
Ignore for one roll by taking 1d3 nonlethal stress
You cannot pass up the opportunity to get into a fight.
Roll 0d on actions that would require talk instead of action.
BOND ABILITIES
- You never roll 0d for inflicting harm or violence (always roll at least 1d)
- Any amount of harm you inflict is instantly fatal to humans.
- You gain the Strength defiance. You can use it safely once a mission. If you use it a second time, when the scene ends, you rip apart from the inside and suffer instant death.
- You can safely use Strength a second time.
HIGH DEFIANCE
★ STRENGTH (Charm, 1 Scene)
A rare mutation of the Amplify defiance, this ability allows the very flesh and blood of its wielder to be infused with grace, pushing them past impossible limits. Without proper training, using this defiance will cause internal organs to violently burst from the body.
Spend all your remaining bursts (min 1). For the remainder of the scene, your mundane physical abilities are now equal to CAT and fighting anomalies with mundane forces is no longer hard.
- You can push any physical action to CAT+2 instead by gaining 2d3 stress. This could inflict an injury.
- All weapons you use break after use unless specifically tempered. You can temper your any weapon between missions by spending 1 scrip per weapon.
- At the end of the scene, you take an injury and become comatose until your group rests. You recover at the start of the rest period and can otherwise rest normally.