Carter

Carter used to drive a hovercab through the techno skyrises of New York City—six months on the night shift, weaving through air traffic and picking up strangers who never looked him in the eye. Then the voice started.

At first, he thought it was stress from too many late nights and cheap synth coffee. But the soft, melodic, insistent voice wouldn't stop talking. She called herself Seraphim. She said she was unfamiliar with this place and did not recognize it, and that she once commanded armies in fierce battles—that was before her death.

Carter started talking back, having long conversations with seemingly no one. Dispatch noticed. Riders got spooked. He got canned.

Out of work, out of money, and haunted by a ghost who refused to leave, Carter found his way to The Coil—a small group of technomancers, soul-tuners, and death-hackers. They didn’t just believe him—they trained him, teaching him to listen between frequencies. To splice memory and electricity. To wire himself to the dead.

Now, Carter rides again. Not as a cabbie, but as a Deadwire—a conduit between this world and whatever’s buzzing just beyond it. Seraphim still talks to him. And sometimes, she even takes the wheel.


 

Age of Origin: Age of BreachLight

Breachlight began the moment Goreth’s sky split and something came through—bright, vast, and not entirely physical. That breach never fully closed and Goreth was never the same.

Centuries passed and Goreth adapted, reshaping itself around the fracture. Proteins from other planets walk the streets, spaceships glide above skylines, and hovercabs drift between cloudscrapers. Everything changed. Some say we made contact. Others say we got infected.

The breach still pulses. Faintly. But those who listen too closely? They hear voices. Carter did.


  • Protein: Human

  • Grit: 75

  • Armor: 25

  • Sting:

  • Float:

  • Movement: +2

Street Skills

  • Navigation: +2

  • Observation: +2

  • Languages: +2

Nutritional Information

  • Caffeine: +1

Super Cool Finishing Move

Requirements for Novice (Rank 2)

Opponent must be under 50% of their Grit, and the Character has more Grit than their opponent. Then it’s all up to the die - Roll 1D6: Novice characters need to roll a 1 or 2

Ghost Reduction

Seraphim goes to work with her sword, slicing limbs from the body, one at a time. An arm rockets off the enemy’s body with a wet pop, then a leg detaches. Witnesses see nothing—just limbs detaching. Carter never moves. Seraphim never shows. Opponents who witness the Ghost Reduction have a 50% chance of now running away - draw a card for any witness, any value under 5 and they attempt to flee.

Evolutionary Traits

Calorie Count: 170 (Rank 1 )

Flavor Profile

He's a natural runner, not because he loves it but out of fear and survival instincts.

1. Ambidextrous

When using both hands simultaneously, you gain a +2 bonus to Sting and +2 against any Difficulty where a second hand might be helpful. These include climbing, games of chance, repairs, and impersonation of opposite-handed characters.

2. Parkour Parkour

Use any odd-numbered card (3, 5, 7, or 9) of any suit to move around a BattleMap - moving around obstacles, squeezing through tight places, running along railings, or bouncing up walls. If the map or situation doesn’t allow for “maneuvers,” use the card to gain extra ground while moving, adding to the movement/distance covered.

3. Dark Sight

Can see extraordinarily well in the dark, giving them a quality of vision equal to an owl, mountain cat, or even night vision technology. No mechanic or roll is required.

Trade: DeadWire

Trade Skills

Pick any one, with the second Skill available at Calorie Count: 200

Calorie Count: 50 (Apprentice)

Initial Character Coolness

See and communicate with ghosts - either telepathically or verbally.

GhostJack

You let your body glitch, summoning a ghost to slot in. Maybe it’s a soldier. A thief. A child. Allowing it to move your fingers like marionette strings, speak in your cracked-open voice, and remember what it once could do. After that, it’s gone. To enact this skill, you need a three-card combination: a face card to summon a ghost, any Heart card for duration, and then select one suit with the following ghostly traits:

  • Clubs - Combat: Doubles physical attack damage and grants +2 to Sting & Float.


  • Diamonds - Provides temporary Grit equal to the value of the card or cards played.

    Add any Spade to take over another character using the aforementioned card combinations.

2. Ghost in the Shell

Possess any mechanical device or construct within visual range, allowing the DeadWire to control it telepathically. Use any Club card to enact with the duration equal to the sum of the cards used.

3. Thread the Veil

The DeadWire can physically enter the Ghost World to 'teleport' to a new living world location or vanish without a trace. Use any Diamond card to traverse a distance in squares, feet, or SB discretion equal to the card's value. To disappear, utilize any Spade to access the Ghost World, remaining concealed from the living world for the duration of the card's value and re-emerging exactly where you entered.

Iron & Cuttlery

Nothing yet; it's been really, really weird getting used to being haunted.

Flavor Profile

Carter worked as a New York City cab driver, driving a hover taxi for six months before he began hearing a voice no one else could hear. After multiple conversations with nobody in the cab upfront with him, he was eventually fired. during one of those conversations, Carter learned that he was being haunted by a ghost who called herself Seraphim. Carter turned to the help of a group called the coil where he learned to become a dead wire.

Infliction: Haunted

This particular ghost attached to the character just moments after the character's arrival at Convergence. Whatever the truth may or may not be, the ghost claims to be a Human male and has—for whatever reason—decided it's the character who will help it resolve its unfinished business: to find who killed them and return the favor. The ghost, who prefers to be called 'Henry', is given to emotional highs and lows, and seems to have a somewhat mischievous sense of humor.

Not a Cook: -1 (turns out fire doesn't play nice with wood)

Super Cool Finishing Move

Requirements for Rank 2: Opponent must be under 50% of their Grit, and the Character has more Grit than their opponent. Then it’s all up to the die - Roll 1D6: Novice characters need to roll a 1 or a 2

Flowers for Your Funeral SCFM

A final blow plants a sprout in the enemy, causing them to explode in a cloud of red, white, and the opponent's flower color.

Evolutionary Traits

Calorie Count: 275
Pick any two, with the third one available at Calorie Count: 600

Flavor Profile

Crafted from the planet's toughest wood, Ironbirch, Snaplock has no bones to break nor organs to hit. He doesn't even need to breathe. Fall damage is virtually nonexistent, and strikes from most beings result in no harm. An opponent will likely break their hand on impact—exceptional circumstances apply—at SB's discretion. Punches and Kicks deliver 15 damage. Snaplock does not tire nor lose bonuses as his Grit depletes.

1. Sap Sucker

Snaplock secretes a versatile, adhesive sap from the tips of his fingers and feet, granting him the power to scale any surface, seal or mend wounds, restrain an enemy, or permanently silence an opponent with a "Sap the Life" stealthy strike. Use any Heart card to enact climbing, first aid, or restraints. Sap the Life requires a successful (unless surprised) close-range attack. There is no escaping the sap - SB discretion.

2. Stone Bark

Snaplock temporarily petrifies his wooden body into hardened stone, creating a natural shield against attacks and delivering devastating blows in close combat. Use any Face card to enact for a single round. Additional face cards may be used for multiple rounds. It can also reduce damage by 10 from an opponent's successful attack. When used during hand-to-hand combat (no weapons), add +10 to damage.

3. Limbiosis

Regenerate limbs using any single Heart card. The card's value equals the number of rounds the regeneration lasts and the amount of Grit restored.

4. WireFrame

Your wireframe skeleton gives you freakish flexibility and lets you throw surprise punches from impossible angles. Roll 1D6 to add to any melee attack during combat.

Trade: Tailor

Calorie Count: 621 (Skilled)
Pick any three skills, and gain the fourth skill at 1000 calories.

Flavor Profile

Snaplock can flawlessly mimic any combat stance he witnesses, turning his hardened frame into a living mirror of every warrior he's ever seen, adding +1 to Sting (cumulative) for each combat round during a single fight. Snaplock doesn't need to declare Carnage or Max Carnage to inflict either.

1. Thread Wear

Weave threads across your mannequin body to form temporary disguises or armor. Use any Diamond card or cards to gain temporary clothing or armor based on the card's value. When creating armor, the total card value equals the armor's Grit. Face cards grant complete immunity to one attack.

2. I See What You Did There

Mimic your opponent's combat styles. You can exchange one combat card from any combatant for your own at any point during combat (including BattleSauce).

3. Pin Cushion

Let enemies strike you—only to trap their weapons in your body. Use any Spade or Spades to enact, suppressing damage by the total card value, which also acts as the Difficulty for the opponent to withdraw their weapon.

4. Pattern Theft

"Measure" a target and mimic one of their physical skills or abilities. Use any Heart card to perform the same action. The Tailor can also save this skill for later, but the Heart card used to steal the pattern remains out of play until it is used for the action.

Iron & Cuttlery

Shatterstar Splinter Sword

Heavy weapons sword that leaves "splinters" with each hit on most unarmored opponents. 2D20 Damage. 1D6 Damage to unarmored targets per round after getting hit once.

Flavor Notes

Snaplock has a sister, Echo. Rumor has it that after Snaplock vanished, the ToyMaker grew bitter and obsessive, crafting a “better version” to reclaim lost glory. Echo is an upgrade to Snaplock in every way.

 
 
 
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