Cousin Justine

Basics

Creator: 
Curufea

Biodata Extract

Portrait: 
Portrait
Character Personal Information: 
Young, probably early twenties. Recruited from nineteenth-century England, and it shows. Polite. Demure. Tends to be overly formal, and therefore an unusual candidate for a time-travelling voodoo cult. Probably quite uncertain about her new role in life.
To recreate the Faction
Nineteenth-century upringing means that she's ashamed and embarrassed by the fact that she comes from a family of witches, even though it's the reason the Faction's interested in her. Actually capable of being quite aggressive, but only when she's sure of what she's doing.
Background: 
A naive young pre-Victorian lady with some second sight encounters the Faction during one of their hunts. Her friend's aunt is threatened and her friend killed by Father Sabbath to obtain his Godfatherdom - vowing retaliation she intrigues Godfather Morlock who takes her under his wing and mentors her in the Faction. Justine survives the Sontaran attack on the Eleven-Day Empire but loses her shadow. Morlock convinces the witch Godmother Quelch to bond the Grandfather's Knife to Justine and she obtains his shadow. She and Eliza flee the Empire before Lolita swallows it, and stay on the run seeking allies throughout time until they can deal with Lolita, inadvertently defeating Sutekh on the way. She spent some time locked up at Shada, but was freed by Cousin Eliza (with Compassion's help). She was caught up in the feud between Shuncucker and the Blood Coteries before escaping. Now with her nemesis Lolita out of the way, she is free to pursue her goal of re-establishing the Faction as a power.
Story Points: 
4

Equipment

Equipment: 
Faction Pardox Armour – Major Gadget: [Traits: Armour (Minor), Fear Factor 2. Cost: 2 Story Points.] Cousin Justine fled the Empire after being in the war to defend it. She took her armour with her (but seldom wears it in her new role as diplomatic envoy).
Home Tech Level: 
4

Attributes

Awareness
3
Coordination
3
Ingenuity
4
Presence
4
Resolve
4
Strength
2

Skills

Athletics
1
Convince
3
Craft
Fighting
3
Knowledge
2
Marksman
Medicine
Science
1
Subterfuge
2
Survival
3
Technology
1
Transport
3

Traits

Obligation

Level: 
Major
Type: 
Bad Trait
Usable by: 
Characters

pg 16

Adversary: Great Houses

Level: 
Major
Type: 
Bad Trait
Usable by: 
Characters

The Faction is outlawed from the Great Houses, and as a result are on the run much of the time. The Great Houses regard them as criminals and seek to bring them to justice.
Effect: Just as the Adversary Bad Trait works. See page 28 of the Player's Guide

Brave

Level: 
Minor
Type: 
Good Trait
Usable by: 
Characters

pg 12

Indomitable

Level: 
Major
Type: 
Good Trait
Usable by: 
Characters

pg 12

Faction Paradox recruit

Level: 
Minor
Type: 
Good Trait
Usable by: 
Characters

Recruits to Faction Paradox are usually given the title ‘Little Brother’ or ‘Little Sister’. This is a gateway trait allowing you to take other Faction Paradox traits.

Included in the trait is either of the following-

  • Owed Favor (Minor). The Faction is pleased to grant favors to people... except their payments tend to come with strings attached. For those familiar with the books, look at Valentine's attempts to obtain Red Uranium. He held no official status with the Faction, but they were still happy to assist him in getting the substance... sort of. To ask a favor of the Faction is to put yourself in their debt.
  • Alternately, the recruit may take 'psychic training' or 'indomitable' to reflect the basic teachings of rituals for summoning spirits to protect your mind from outside influences. These could include techniques as simple as reciting the mantra I use as my signature over and over again, or other more tangible rituals... Psychic training could reflect an awakening of Time Active biodata and allow for small feats... recognizing psychic paper for instance, or an awareness that a loa is present.

Faction Paradox member

Level: 
Minor
Type: 
Good Trait
Usable by: 
Characters

After a recruit has been trained, they become a member of the Faction Paradox family. The rank and file are referred to as ‘Cousins’ and make up the majority of the Faction. The Officers are known as ‘Mothers’ and ‘Fathers’, while ‘Godfathers’ and ‘Godmothers’ lead up the special subdivisions of the Faction. All Faction members should take some Bad traits, as most of those recruited are damaged goods in some way.
At the minor level, the trait conveys the rank of ‘Cousin’ and may use the Gadget: Faction Armor. Cousins gain the Major Bad Trait: Obligation: Faction Paradox.
At the Major Level, the trait conveys the rank of Parent in the Faction, and automatically gives the Minor good Trait: Friends. It includes all benefits and restrictions of the minor level.
At the Special Level, the trait conveys the rank of Godparent in the Faction, and automatically gives access to one of the Special Good Faction Traits. It includes all benefits and restrictions of the previous levels.

Natural Weapon: Sombras Que Corta

Level: 
Special
Type: 
Good Trait
Usable by: 
Characters
The Shadows That Cut are the signature weapon of the Faction. When a Cousin is inducted, some undergo ‘the binding ritual’ which bonds a weapon to their shadow. The weapon cannot be lost except in circumstances where shadows cannot exist (i.e. Absolute light or absolute darkness). The shadow moves independently of the owner, and use Resolve rather than Strength as the determining attribute for damage. Because it is a shadow, it can exploit the smallest chinks in the armor of a victim, and so ignores any normal armor bonus. Forcefields and natural armors still protect. For example, using a shadow weapon against a cyberman would be ineffective, but a Sontaran, who wears his armor, is vulnerable. Note that anyone taking this trait may not take the No Shadow bad trait. At the minor level: Any standard hand to hand weapon, such as a sword, spear, knife, or axe can be bonded to the shadow of the Cousin. It does standard damage for the weapon type At the major level: A ranged weapon may be bonded to shadow. These weapons never run out of ammunition. Alternately, someone may opt to bind something other than a weapon to their shadow. The player should work with the Gamemaster to determine what special effects these items might have. For example, Godfather Morlock has a pair of spectacles bound to his shadow that allows him to inspect the DNA of anyone he looks at. At the special level: Certain very rare items may be bonded to the user, that allows access to an unlimited number of weapons. Each weapon may be discarded and a new one drawn without undergoing the whole bonding ritual. Thus far, the only item known that allows this is The Grandfather’s Knife.

Witchblood

Level: 
Special
Type: 
Good Trait
Usable by: 
Characters

As the ‘Psychic’ Special Good Trait. See page 39 of the Player's Guide.

Ritualist

Level: 
Special
Type: 
Good Trait
Usable by: 
Characters

Functions as the Carrionite Special Trait ‘Word Based Magic’ (See page 97 of the Gamemaster's Guide.) Bear in mind that it is not ‘magic’ per se, but an advanced science based on words, gestures, and symbols. Faction Ritualists can perform rituals in Faction Shrines to travel through time, bond weapons to shadows, and other similar feats.