The Voltigeur.
Trained in using electrical weaponry. The Voltigeur’s task is to use electrical weaponry to disturb the Alien until they are close to having their transfer field fail, forcing them to flee their current host and the locality by reverting back to their natural form.
The Voltigeur has a number of weapons to do this with, but due to the nature of electricity they are all very short ranged. Not to mention the Voltigeur has to try to avoid disrupting his own Teams equipment with EMP blasts and the like.
Select a 1 to 3 word description to fit each of the following categories:
Select your character's name, generally you only have a single name, you have no family, only the City.
You begin with 0 in all traits. You have 2 points you may allocate, but only 1 per trait. You may deduct -1 from a trait and add it to another, but not so as to make +2.
You begin with:
You may allocate 1 point to your History to one other Team member.
Complete the three starting questions with your Teammates.
You begin with all the Basic Moves and Peripheral Moves and can select 2 of the following.
Use the Transfer Field Scanner to learn the current status of the Alien’s field (most useful for tracking electric effects on the Alien).
10+ You get an accurate reading of the Aliens field. You may ask the GM a question listed below.
7-9 You get a reading and may ask one question, but you burn off a Stress point.
6 GM option.
List of Questions.
You have a Volt Plate, a steel plate with a very high power battery attached, that can act as a electrical mine. The Volt Plate has all the same options as a normal Mine, proximity fuses etc, except that it does Stress damage. The Volt Plate has a mesh net that is used to extend its area of effect, which is its normal mode of operation. It is mostly used against the Alien as a method of ejecting it from the Host, but due to its high damage potential it can be risky.
The Volt Plate is mostly used as a trap, the Cleaners will lure the Alien/Target to a location where the VP has been placed, and get them to trigger it. The skill of the Voltigeur in selecting a trap location and placing the VP suitably is reflected in the gaining of Lure Holds that can be used with the Lure Move (the Volt doesn’t have to be the lurer, but controls the use of the Hold Points).
10+ You gain 2 Hold
7-9 You gain 1 Hold
6- GM option.
Options:
The VP can be used as a static trap, placed in the path of a suitable victim, but this can be done narratively rather than through a Move.
You may drain your electrical weapon and inflict +1 Stress, gaining a Reload tag.
You can convert 1 point of Stress damage from an electrical attack to 1 Harm. This is still a single wound event, and must be decided before the attack is made.
Deploy an electrical fence around the target area to try to prevent the Alien escaping whilst in natural form (their natural form is a mist that floats along the ground). The Hold points you gain can be expended to prevent the alien escaping once it has taken natural form. The GM will announce the Alien is escaping and you may prevent this move by expending a point each time.
10+ You gain 2 Hold that you can use to stop the Alien getting away.
7-9 You gain 1 Hold for 1 Stress that you can use to stop the Alien getting away.
6- Your fence is flawed, GM option.
Option: if used with an ElectraCage, 1 Hold is used to activate the trap and any other Hold will give +1 Forward toward that Move or any of the Lure Moves used.
When you make an attack using a electrical weapon in your hands, you may set the amount of damage you inflict at any point between 0 and its maximum output as you inflict it.
If you are using any other electrical weapon you can set the base amount of damage inflicted before it goes off (eg a Volt Plate) between 0 and max.
You use an EMP Grenade to try to disrupt the Rift locally (you throw it someplace effective). The Rift manifests as small cracks and waves that permeate the region, a correctly placed EMP device can disrupt the cracks and short out the Rift for a time. The effect of this disrupts the Alien.
10+ Disrupts the Alien, they become visible as if you had rolled a 10+ or double, allowing a Go For the Eyes move.
7-9 As 10+, but the Voltigeur is also Shocked, and takes +1Rift.
6- GM option
You are trained in security measures, +1 Hold to the Security Move if successful (7+).
You are trained in the use of the experimental ElectraCage and capturing Aliens alive. Must be used in conjunction with a Fence and Lure moves. The Cage is used as a Lure Device.
10+ Capture the Alien.
7-9 The Alien is escaping, make a Hardway or I’m a Teapot Move to allow you to make a new attempt.
6- GM Options
You are trained in the use of Recon and Light Drones, add +1 Forward to your Send in the Drones move with these Drones.
You gain +1 to Exchange Violence Moves whilst using a Shock Glove or Cattle Prod.