HOPE
The Dreamer
Hope is among the most valuable assets that CAIN possesses. Typically blessed with strong precognitive and telepathic abilities, their ability to shoulder the Veil high defiance has been a lynchpin of the organization’s activity for hundreds of years and has allowed CAIN to operate in secrecy even in the most dire of circumstances
Unlike most other defiance, the full power of Veil can be imbued and passed on to other wielders, picked from a pool of executioners of extreme mental and cognitive strength. There have been a long line of Hopes (the current is the forty-first) since the organization’s inception, and they are typically retired when the stress of Veil proves too much to bear.
Due to their important role in the organization, Hope is never permitted to leave the orbital station SERAPH unless under extreme circumstances, or once a year at Christmas.
When used at its full capacity, Veil can erase and rework the memory of thousands, if not hundreds of thousands of people, for days at a time. This use typically kills Hope.
LIKES:
Video Games
Luxurious Baths
Holidays
DISLIKES:
Loud Noises
Nosy People
Justice (Virtue)
Fortitude (Virtue)
FAVORITE FOOD:
Prepacked Meal 402A
BOND
STRICTURES
Ignore for one roll by taking 1d3 nonlethal stress
You cannot take actions that would be loud or attract attention.
You roll 0d for set up actions.
BOND ABILITIES
- Once a mission, you can re-roll any action taken in stealth or to avoid notice, taking the second result as final.
- Gain the Veil defiance. You can use it once a mission.
- Mundane humans always forget you were there if you are out of sight for 77 seconds or more. You cannot turn this ability off.
- You can use Veil to erase memory for longer periods. See the table below.
HIGH DEFIANCE
★ VEIL (Instant, Long)
Spend all your remaining bursts to instantly erase the memory of a mass of humans or executioners in range determined by CAT. You cannot choose who to target, and must target the maximum area and number of people possible.
They become completely insensate for exactly 11 seconds. If an ally acts on this opening, they gain +1D on the action.
Then, they forget everything they saw and heard for the last 77 seconds (including the insensate period). Their brain will work over the damage, and for them it as if that time never passed (they are effectively ‘reset’ to 77 seconds ago). They may be confused by the circumstances, for example they might not be standing where they remember.
MASS MEMORY RUPTURE
At bond rank III, you can push veil for longer periods. If you do, you must pay the associate cost, listed beside each time. Costs are cumulative. Good luck out there.
Up to ten minutes - 1d3 + 1 stress
Up to one hour - … and also gain 1d3+1 strain
Up to ten hours - … and also permanently lose an important memory, such as the taste of something, the name of your parents, a childhood treasured memory.
Up to one day - … and also lower strain overflow cap by 2
Up to ten days - … and you forget your own name. You cannot use agenda abilities or gain any further XP this mission. You must change agendas before the start of next mission.
Full Reset - CAIN forgets you exist. You forget you exist. Your allies forget you exist. You become a hollow husk, a walking mindless corpse that nobody remembers. You are not dead but not truly alive. Make a new character.