PRUDENCE
The Negotiator
The wielder of the powerful Shake defiance, Prudence is an amicable and charismatic Virtue with a very busy schedule. Aside from being a powerful combatant, Prudence serves a vital role in both CAIN’s internal structure and its relationship with mundane governments due to their unique ability to enforce deals. They have multiple cover identities, speak multiple languages, and generally have a very light freezing schedule, as CAIN deploys them on long range and long duration missions. When appearing in public, they are always exceptionally well dressed and spoken.
As CAIN’s front facing emissary to human governments, their identity has been an object of speculation amongst online conspiracy theorists, something the organization has tried vehemently to suppress.
It is unclear why “SHAKE” works off playground games, but it is rumored to be related to a inherent desire in humans to play, the ‘homo ludens’ theory.
LIKES:
Neat Whiskey
Romance Novels
Trains
Long Walks
DISLIKES:
Charity (Virtue)
Justice (Virtue)
Explaining thing to Slow People
FAVORITE FOOD:
Nuts
BOND
STRICTURES
Ignore for one roll by taking 1d3 nonlethal stress
You must honor all deals and promises.
Roll 0d when choosing violence over negotiation.
BOND ABILITIES
- When you shake hands with a willing human on a deal or promise, if someone breaks it, they suffer instant death. This applies to you, and both you and your target are aware of the effects.
- Gain the Shake defiance. You can use it once a mission.
- Your rank 0 ability now applies to executioners and anomalies.
- You can use Shake once again during a mission, but if you do, the GM picks the game.
HIGH DEFIANCE
★ SHAKE (1 Scene, Short)
You may spend all your remaining bursts to instantly enforce a game from the list below on yourself and all other humans, anomalies, or executioners in range determined by CAT. Breaking the rules of the game causes excruciating pain, hemorrhaging, and eventually death. As long as the rule applies:
- For you and allies, actions become harder when you must avoid breaking the rule with your actions.
- If through your actions you or an ally intentionally breaks the rule, you take 2d3 stress, which cannot be reduced in any way and could inflict injuries as normal.
In return:
- If the target, through their actions, breaks a rule intentionally, they take 1d3 slashes on their execution tag. Humans are killed instantly. They are aware of this effect.
- You may set up an ally for free, three times, while the rule is active, and without rolling. Describe how you are taking advantage of the rule. Any normal effects of setup apply to these special setup actions, and you can take them without counting as an action in a conflict scene.
You cannot end this effect early, and it lasts for the scene.
GAMES
The Floor is Lava (Don’t Touch the Ground).
King of the Hill (Must stay inside a small area).
Reverse Tag (Don’t touch a human, anomaly, or executioner).
Look No Hands (Don’t Use Your Hands).
No Talking Contest (Don’t speak or make loud noises).
Marco Polo (Don’t open eyes. Targets must say ‘Polo’ when you say ‘Marco’ and cannot stray from short range from you).
Red Light Green Light (Those affected by the rule see a phantom red and green light and are forced to stop moving on red light).