![]() The trick here is that there's a separate animation for sabotaging and all players get notified that someone has sabotaged. You'll want to make sure you can follow up this action or convince everyone it wasn't you. You're goal as a Resident is to get rid of any Personoids before you shut down CAIN once and for all. You'll have to use logs and discuss with your fellow Residents to determine who the robots really are. After you feel confident, you can kill them. There are different tools within the game to help you figure out who is a Personoid and who isn't. Logs give you a relative idea of who it could be, but to be absolutely sure you will need multiple logs and a scanner. ![]() Multiple names show up on logs, so acquiring more than one log per level narrows the results down for you. You are a survivor, who can be very protective of those who bring light into your darkened life.Scanners are found within airlocks and tell you who is a Resident and who is a Personoid. You have learned to live with the terror that haunts you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. You became a monster, and it haunts your waking dreams. You did terrible things to avenge the murder of someone you loved. The fiend is still inside you, but now you try to keep it locked away. You burned the book, but its words and images are burned into your psyche.Ī fiend possessed you as a child. You opened an eldritch tome and saw things unfit for a sane mind. You escaped, but the hag still has a magical hold over you and fills your mind with evil thoughts. You are now haunted by the innocents you slaughtered.Ī hag kidnapped and raised you. You were cursed with lycanthropy and later cured. You dabbled once and felt something horrible clutch at your soul, whereupon you fled in terror.Īn oni took your sibling one cold, dark night, and you were unable to stop it. Your family has a history of practicing the dark arts. You don’t know what it wants, and it won’t leave you alone. Sometimes it beckons you in the dead of night.Īn apparition that has haunted your family for generations now haunts you. ![]() You can feel it watching you, coldly and distantly. d10Ī monster that slaughtered dozens of innocent people spared your life, and you don’t know why. Choose a harrowing event that haunts you, or roll one on the Harrowing Events table. Now you feel a darkness threatening to consume you, and you fear there may be no hope of escape. ![]() Prior to becoming an adventurer, your path in life was defined by one dark moment, one fateful decision, or one tragedy. Also gain a set of set of common clothes Value:5sp Weight:3lbs and 1sp. Languages: Choose two languages, one of which being an exotic language (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon)Įquipment: A monster hunter’s pack Contents:ġ Flask of Holy Water - Value:25gp Weight:1lbġ Set of Manacles - Value:2gp Weight:6lbsģ Torches - Value:1cp Weight:1lb (individually), and one trinket of special significance (choose one or roll on the Gothic Trinkets table). Skill Proficiencies: Choose two of Arcana, Investigation, Religion, or Survival You must find a way to overcome it before it destroys you. The burden has taken its toll, isolating you from most people and making you question your sanity. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. Whatever this thing is that haunts you can’t be slain with a sword or banished with a spell. You’ve tried to bury it and run away from it, to no avail. You are haunted by something so terrible that you dare not speak of it. ![]()
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