After something of a delay, we continue with our foray into the world of work worth doing and people worth knowing.
Deep One Hybrid: After millennia of persecution, Deep One Hybrids, the off-spring of Human and Deep One parents, have at last gained a modicum of acceptance in the CU as well as a few other SMMs. This new acceptance stems from several factors, but mainly from the realization that Deep Ones have never sought the destruction of humanity, and that much could be gained from a more symbiotic relationship. The hybrids themselves form the basis of this symbiosis, with many joining various human endeavors before returning to the sea to join their brethren. They bring the knowledge and natural talents of their species to their work, which often times can be the deciding factor in a project’s success or failure, especially those dealing with hyper geometry and Outsider artifacts.
Their instinctual knowledge of Enochian is the key to this understanding, all Deep Ones having a fundamental grasp of the language from birth (there is a working theorem that the language forms the basis of Deep One intelligence, with some going as far as saying the language created the species). While many people still regard them with suspicion, fearing that they may be double agents or some sort of fifth column, others are quick to point out that Deep One civilization is so far advanced from humanity’s that there would be no point to such duplicity.
(See entry under ‘Races’ for starting stats)
Edges: Arcane background
Doctor: A doctor’s role depends on their surroundings, their employer and their personal sense of ethics. What they can accomplish depends on these factors as well, as it will dictate what resources they have access to and which of them they’re willing to use and for what purpose. That being said, the primary role of the doctor to make alterations to the human body, usually for purposes of healing, although in the current era they are called upon more and more to perform elective surgeries to improve an individual’s performance in their chosen field or enhance their quality of life in some way.
Doctor characters start with Smarts at D8 and Healing and Anatomy (Knowledge) start at D6
Unless a General Practitioner, the character should also choose at least one specialty: Surgery, First Aid, Implants, Morphs, Genetics
Driver: Have someplace you need to be but don’t know how to get there? If so, the Driver is the person you need to get in touch with, especially if you’re going to a place you’re not supposed to be, need your departure to be private, are transporting goods that would be frowned upon by the local authorities or all of the above. Drivers come in a variety of specialties, although some will cross-train to provide transportation in different environments and circumstances.
The Driver starts with Driving, Piloting or Spacecraft at D6 and Networking (Street) D4
Enforcers: Made of first generation revolutionaries and second wave fundamentalists, this is an AG that believes that the CU doesn’t do enough to enforce its core memetics on its population and visitors. As such, they often clash with Thrill Gangs and other AG that reside within the borders of the CU. They can also be confrontational with tourists and other visitors and will protest or disrupt any conference that they feel betrays the mission of the CU.
Hacking, Fighting or Shooting starts at D6.
Existential Threat Management (ETM) Operative: ETM personnel come from a variety of different backgrounds and professions, ranging from highly trained commandos to scientists and logistics specialists. As such, this profession can be combined with another one to reflect the player’s specialty. Be sure to check with your GM for any unusual combinations to make sure they can fit them into their campaign – while playing an ETM barrista would be very interesting, writing such a character into a play session could be challenging.
ETM may well be the largest secret organization to ever exist and it is given the first priority for funding, resources and personnel in the CU. ETM’s secrecy is maintained through the Standard Service Blood Oath (SSBO), which makes its impossible for anyone working with ETM to discuss any aspect of their jobs (with any attempt to do so resulting in the person belting out several non sequiturs). Other oaths with far greater consequences are given to those with access to catastrophic information or dangerous spells or weaponry.
Networking starts at D6, Outsider knowledge starts at D4. Minimum corruption of 1.
Hindrances: Vow (to ETM)
Exoglobalization Directorate (ED): This sector of the CU’s sprawling bureaucracy is responsible for overseeing all activity from Earth orbit outward. Once on par with the SD, it’s reputation has taken several hits throughout the years, the causes ranging from the disastrous Mars colonization effort to the intermittently functioning Helio Array. It’s current high profile project, the massive ring encircling Earth’s equator, is also starting to look like technological overreach, absorbing massive amounts of resources and energy. So far it has shown no returns for this investment other than providing continuous employment for many of the CU’s citizens with no end in sight.
Despite this, the ED provides many practical services that the CU simply couldn’t do without, ranging from operation of the orbital beanstalks to asteroid mining to orbital power stations that beam clean energy directly to massive receiving stations on the Earth’s surface.
Agility, Smarts and Spirit start at D6 and EV Operations and Vigor at D8
Edges: Zero-G mod for Morph, Pioneer
Hindrances: Outsider (-1) due to unpopularity with CU citizens
Fixer: Fixers usually maintain complex databases of what they have, what can be acquired, who wants what and who could be capable of doing the acquiring should that be needed. Because of this, they are the catalyst of many crimes, and even if they aren’t directly involved in setting up a caper, they are usually willing to pay for any stolen goods or valuable information obtained during such an enterprise.
Networking (Street) starts at D8
Hindrances: Usual Suspect
Former Cultist: While rare, there are some individuals who are able to break free of a cult’s influence. Since most cults don’t take such defections lightly, these people tend to go into hiding or gravitate towards an institution that offers protection or a means of turning on their pursuers. In either case, they can provide valuable information about the cult’s activities as well as insights into Outsider behavior and artifacts.
Fighting and Shooting start at D4, Outsider Knowledge (choose specialty) starts at D6, Enochian OR Aklo starts at D4, Spirit starts at D8
Hindrances: Traumatized, Tainted
Gang Member: It’s a human survival instinct to want to belong to something. Being part of a larger organization means safety – one person is vulnerable, several more much less so. Many gangs offer more than this, and can be source of livelihood and purpose, albeit in a usually dysfunctional environment. With other organizational options being out of reach, many will choose a gang over nothing or because of the pressures of tradition.
Requires Streetwise at D4+, and Fighting, Shooting or Hacking at D4+.
Gang rep starts at D4.
Edges: Followers (requires rep roll)
Hindrances: Usual suspect, Vow
Homeless: An inevitable consequence of social disruption, classism and war, homelessness and other symptoms of abject poverty are still very present in the world. The consequences of being exposed to these realities are trauma that can result in substance abuse and other, more technological forms of escapism.
The CU tries its best to eradicate such forms of social inequality by providing all of its citizens with a simple, portable Maker capable of manufacturing life’s necessities, including food, clothing, a basic shelter and educational and entertainment options. While the CU distributes these outside of it’s borders as well, many SMMs see them as an attempt to corrupt there citizens with the CU’s debased values and have declared them contraband.
Starts with Survival (Urban) and Networking (Street) at D6