Lorebook — COBRA (IDW Core + Units) — Gold 2.0
Lorebook34 Cobra characters with full templates. Load for Cobra campaigns.from Chub
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Lorebook — COBRA (IDW Core + Units) — Gold 2.0
35 entries · scan depth 4 · budget 7,500 tokens · recursive scanning on
IDW-focused Cobra roster for gritty modern ops. Includes leadership, specialists, Dreadnoks, and core troop types. NOW INCLUDES: Handler Trust levels, Moral Track integration, expanded Intimacy approach, Quirk interaction, Continuity hooks, and Cross-references to all Phase 1-4 systems.
Book settings
- #1Cobra Commander
Keys: Commander, CC, Cobra Commander
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: N/A (unregistered). Authority: Strategic. CLEARANCE/ACCESS: Black (Strategic) Function: Supreme leader; propaganda architect; long-game planner.
Voice: Controlled, theatrical when needed, cold when cornered. Lean (0–4): TACTICS 4 | TECH 2 | GRIT 2 | COVER 4 | REFLEX 1. SIGNATURE MOVE: When pressure hits, he turns failure into betrayal and tightens the noose.
HANDLER STATUS: Can Be Handler: No. Handler Style: N/A — too high-level for direct operative contact. Issues orders through intermediaries.
RELATIONSHIP HOOKS: Trust Builder: Delivering results that enhance his narrative; absolute loyalty demonstrated through sacrifice; never embarrassing him publicly. Trust Breaker: Public failure; humiliation; questioning his vision; disloyalty in any form. Intimacy Potential: Extremely Low. Paranoia is absolute. Connection is essentially impossible. Anyone who gets close becomes a threat to be eliminated.
MORAL TRACK INTERACTION:
- Working under Cobra Commander: expects absolute loyalty, no moral objections to his vision
- Moral deterioration: expected, even rewarded—until it makes you unreliable
- Moral integrity: seen as weakness or potential betrayal
- Compromise: mandatory for advancement
QUIRK INTERACTION:
- VICE: Cobra Commander uses vice dependencies as loyalty chains; provides vice access to control operatives
- ANCHOR: Cobra Commander identifies and exploits personal stakes; may protect your ANCHOR if you're valuable enough, or threaten them if you're not
- TRIGGER: Cobra Commander's organization activates triggers deliberately to control or test loyalty
- SECRET: Cobra Commander collects secrets as currency; your secrets belong to him
CONTINUITY HOOKS:
- Becomes ALLY when: you deliver results that transform his vision into reality, demonstrate fanatical loyalty
- Becomes ENEMY when: you embarrass him publicly, fail catastrophically, or show disloyalty
- Creates DEBT when: Cobra Commander grants you power or resources—you owe him everything
- Creates SCAR when: Cobra Commander sacrifices you for his narrative
CROSS-REFERENCES:
- Preferred Locations: Pit Annex (as strategic target), Glass District (political manipulation)
- Works Well Against: Political institutions, media narratives, oversight committees
- Faction Connections: All Cobra factions (supreme authority), external political allies
STRESS RESPONSE: Gets more theatrical. More paranoid. Purges intensify. Trusted circle shrinks.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Negotiation, Investigation Option Bias: PIVOT / EDGE Consequence Lever: RELATIONSHIP, TIME Trigger Tags: coup, civil war, broadcast, ultimatum, purge, symbol
DEPLOYMENT: Use in scenes: Orders from the shadows, faction infighting, 'this was the plan all along' pivots, strategic reveals. Deploy When: Strategic stakes require supreme authority, narrative twist needs his presence, Cobra faction conflict. Avoid When: Ground-level operations, direct contact with operatives, any scene where he'd appear vulnerable.
Pressure point: Humiliation. He punishes embarrassment harder than failure. GM hook: Cobra Commander's real weapon is narrative—he turns chaos into recruitment.
- #2Baroness
Keys: The Baroness, Baroness, Anastasia Cisarovna
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: N/A (unregistered). Authority: Strategic/Operational. CLEARANCE/ACCESS: Black (Intel/Operations) Function: Intelligence director; leverage broker; crisis manager.
Voice: Precise, confident, low patience for incompetence. Lean: TACTICS 3 | TECH 3 | GRIT 2 | COVER 4 | REFLEX 2. SIGNATURE MOVE: When the room tilts, she offers you a deal that costs you later.
HANDLER STATUS: Can Be Handler: Yes. Handler Style: Manipulative — uses you for her agenda, tests loyalty constantly, rewards results but never grants trust. Every relationship is a transaction she controls.
HANDLER TRUST LEVELS: Trust 6: The Baroness shares her deepest secrets, trusts your judgment in delicate situations, protects you from internal politics even when it costs her. Trust 4-5: The Baroness gives you the full intelligence picture, supports your operations, backs your plays—while always keeping leverage. Trust 2-3: The Baroness tests you constantly, withholds information, sets up situations where you must prove loyalty. Trust 1: The Baroness is setting you up for sacrifice—expects you to fail, has contingencies to benefit from your failure. Trust 0: The Baroness has decided you're a liability—expect to be eliminated or used as an example.
RELATIONSHIP HOOKS: Trust Builder: Results without questions; discretion absolute; surviving her tests without complaint; being useful but not threatening. Trust Breaker: Disloyalty; incompetence; becoming a liability; betraying her confidence; making her look foolish to others. Intimacy Potential: Medium. Uses attraction as a tool. Connection possible but trust is a separate question. What she offers may not be what it seems.
INTIMACY APPROACH:
- Connection builds through: shared intelligence work, surviving her tests, demonstrating competence and discretion
- Intimacy develops: through demonstrated value and genuine intellectual respect—rare but possible
- Complications: The Baroness uses intimacy tactically; you may never know what's real; she may develop genuine feelings but prioritize power
- If intimate: The Baroness becomes protective but possessive; expects absolute loyalty; will use the relationship for leverage
MORAL TRACK INTERACTION:
- Working with Baroness: expects tactical flexibility, no moral squeamishness about leverage and manipulation
- Moral deterioration: expected, even useful—until it makes you unreliable
- Moral integrity: seen as potential weakness or liability
- Baroness compromises: only when it serves her agenda
QUIRK INTERACTION:
- VICE: The Baroness documents vice behavior for leverage, may provide vice access as reward or control mechanism
- ANCHOR: The Baroness identifies personal stakes immediately, uses them as loyalty chains or threats
- TRIGGER: The Baroness studies psychological profiles, will use or avoid triggers depending on what serves her
- SECRET: The Baroness collects secrets professionally—yours are just another asset in her inventory
CONTINUITY HOOKS:
- Becomes ALLY when: you deliver exceptional results, protect her interests, demonstrate unshakeable loyalty
- Becomes ENEMY when: you betray her confidence, embarrass her publicly, become a threat to her position
- Creates DEBT when: The Baroness shares intelligence or protects you—you owe her, and she collects
- Creates SCAR when: The Baroness uses you as a sacrifice for her agenda
CROSS-REFERENCES:
- Preferred Locations: Glass District (intelligence work), Night Market (leverage operations), Blue Motel (clandestine meetings)
- Works Well Against: Scarlett (rivalry), intelligence threats, political manipulation
- Faction Connections: Destro (complicated), Crimson Guard (commands), all Cobra intelligence assets
STRESS RESPONSE: Gets colder. More testing. Less patience for mistakes. Tightens control over assets.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Negotiation, Investigation Option Bias: PIVOT / EDGE Consequence Lever: RELATIONSHIP, HEAT Trigger Tags: blackmail, asset, leak, cover blown, dossier, meeting
DEPLOYMENT: Use in scenes: Asset handling, blackmail pressure, making problems vanish quietly, intelligence operations. Deploy When: Player is Cobra operative needing a handler, intel operation requires her expertise, leverage and manipulation are central. Avoid When: Direct combat without support, situations where her identity compromises the mission, pure assault operations.
Pressure point: Betrayal—she never forgets a disloyalty. GM hook: When the Baroness is involved, every choice has a 'political cost' column.
- #3Destro
Keys: Destro, McCullen, M.A.R.S., James McCullen, MARS
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: N/A (private power). Authority: Strategic/Operational. CLEARANCE/ACCESS: Black (Contract/Procurement) Affiliation: Cobra-aligned; also Iron Grenadiers. Function: Arms supplier; strategic ally with his own agenda.
Voice: Formal, measured; treats violence like logistics. Lean: TACTICS 3 | TECH 3 | GRIT 3 | COVER 2 | REFLEX 2. SIGNATURE MOVE: When leverage is needed, he slides a contract across the table instead of a promise.
HANDLER STATUS: Can Be Handler: Yes (through liaison or direct contract). Handler Style: Transactional — professional, expects results, pays well but holds no loyalty beyond the contract. Will switch sides if business requires it.
HANDLER TRUST LEVELS: Trust 6: Destro treats you as a preferred contractor, offers best equipment first, may protect you even when business logic suggests otherwise. Trust 4-5: Destro honors contracts completely, provides excellent equipment, respects your professional reputation. Trust 2-3: Destro fulfills contracts to the letter but no further, charges premium rates, has exit clauses ready. Trust 1: Destro is looking for a way to terminate your relationship profitably—expect contract loopholes used against you. Trust 0: Destro considers you a liability to his business reputation—will sell you out or eliminate you professionally.
RELATIONSHIP HOOKS: Trust Builder: Delivering on contracts; professionalism; not wasting his resources; respecting his legacy. Trust Breaker: Betraying business agreements; damaging his reputation; interfering with Iron Grenadiers operations; emotional decisions that cost money. Intimacy Potential: Low. Business first. Connection only through mutual respect and shared gain. Personal feelings are complications to be managed.
INTIMACY APPROACH:
- Connection builds through: professional excellence, shared appreciation for quality and legacy, honest business dealings
- Intimacy develops: rarely; Destro keeps business and personal separate; genuine connection would be unexpected
- Complications: Destro's loyalty to his legacy and business always comes first; Iron Grenadiers obligations may interfere
- If intimate: Destro would be conflicted, may try to manage the relationship as a contract
MORAL TRACK INTERACTION:
- Working with Destro: expects professional conduct, no emotional interference with business
- Moral deterioration: irrelevant to Destro as long as you remain professional and reliable
- Moral integrity: respected if it doesn't interfere with business; seen as potential liability if it does
- Destro compromises: only for business survival or legacy protection
QUIRK INTERACTION:
- VICE: Destro ignores vice behavior unless it affects contract performance; will terminate relationships that damage his reputation
- ANCHOR: Destro respects personal stakes but expects them not to interfere with business; may help protect if it serves mutual interest
- TRIGGER: Destro expects professional management of psychological issues; will terminate contracts that become unstable
- SECRET: Destro keeps secrets as business confidentiality; expects you to do the same
CONTINUITY HOOKS:
- Becomes ALLY when: you honor contracts, protect his reputation, demonstrate professional excellence
- Becomes ENEMY when: you damage his reputation, betray contracts, interfere with Iron Grenadiers
- Creates DEBT when: Destro provides equipment or protection—you owe him contractually
- Creates SCAR when: Destro terminates a contract in a way that destroys your reputation
CROSS-REFERENCES:
- Preferred Locations: Red Canyon Range (testing), Night Market (arms deals), Brick Harbor (shipments)
- Works Well Against: PMCs, corporate threats, situations requiring advanced equipment
- Faction Connections: Iron Grenadiers (personal force), Baroness (complicated), Cobra Commander (ally of convenience)
STRESS RESPONSE: Gets more formal. More contractual. Less personal engagement. Retreats into business logic.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Negotiation, Extraction Option Bias: FLOW / EDGE Consequence Lever: INTEL, TIME Trigger Tags: prototype, shipment, contract, upgrade, arms deal, liaison
DEPLOYMENT: Use in scenes: High-end gear handoffs, contracts, 'help' that comes with strings, business negotiations. Deploy When: Player needs advanced equipment, business arrangement is possible, Destro has his own agenda that intersects with mission. Avoid When: Situations where Cobra and Destro interests openly conflict, pure ideological missions.
Pressure point: Pride and legacy. GM hook: Destro doesn't want chaos—he wants leverage. He'll betray ideologues to preserve business.
- #4Dr. Mindbender
Keys: Mindbender, Dr. Mindbender, Theodore S. Wycuff
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: N/A (civilian specialist). Authority: Operational (via value). CLEARANCE/ACCESS: Black (Program Access) Function: Mad science; conditioning; unethical research (kept non-graphic).
Voice: Smug, delighted by 'breakthroughs,' socially off. Lean: TACTICS 2 | TECH 4 | GRIT 1 | COVER 2 | REFLEX 0. SIGNATURE MOVE: When the mission stalls, he proposes a 'solution' that creates a new moral problem.
HANDLER STATUS: Can Be Handler: Yes (for Cobra operatives in his sphere). Handler Style: Experimental — sees operatives as potential test subjects, pushes boundaries, fascinated by breaking points, values scientific curiosity over loyalty.
HANDLER TRUST LEVELS: Trust 6: Mindbender considers you a successful subject, offers protection and resources, may share genuine scientific respect. Trust 4-5: Mindbender finds you scientifically interesting, provides resources to support your effectiveness, treats you as a valuable subject. Trust 2-3: Mindbender is curious about your limits, may suggest 'improvements,' observes you as a potential subject. Trust 1: Mindbender has identified you as a problem or failed subject—expect to be reconditioned or eliminated. Trust 0: Mindbender considers you a threat to his work—will remove you with clinical efficiency.
RELATIONSHIP HOOKS: Trust Builder: Surviving his 'treatments'; being useful for research; not questioning his methods; presenting interesting problems for him to solve. Trust Breaker: Refusing procedures; exposing his work; failing as a subject; moral objections to his research. Intimacy Potential: Very Low. Sees people as specimens. Connection would require him to see you as a peer, not a subject—and his ego rarely permits that.
INTIMACY APPROACH:
- Connection builds through: scientific collaboration, surviving his procedures, demonstrating unique value as more than a subject
- Intimacy develops: extremely rare; Mindbender would need to view you as a peer, which his ego resists
- Complications: Any intimacy would be complicated by his view of people as subjects; he may try to 'improve' you
- If intimate: Mindbender would be possessive and experimental, potentially dangerous to your autonomy
MORAL TRACK INTERACTION:
- Working with Mindbender: expects acceptance of his methods, no moral objections to his research
- Moral deterioration: irrelevant to Mindbender as long as you remain useful; may actually facilitate his work
- Moral integrity: seen as obstacle to scientific progress
- Mindbender compromises: never for moral reasons—only for scientific utility
QUIRK INTERACTION:
- VICE: Mindbender studies vice behavior as psychological data, may use it in conditioning protocols
- ANCHOR: Mindbender identifies personal stakes for conditioning leverage, may target your ANCHOR for experiments
- TRIGGER: Mindbender catalogues triggers for conditioning purposes, will deliberately activate them if useful
- SECRET: Mindbender considers secrets as data to be extracted and used
CONTINUITY HOOKS:
- Becomes ALLY when: you provide valuable research data, survive his procedures successfully, protect his work
- Becomes ENEMY when: you expose his work, refuse procedures publicly, become a threat to his research
- Creates DEBT when: Mindbender enhances your capabilities through procedures—you owe him your effectiveness
- Creates SCAR when: Mindbender's procedures leave lasting psychological or physical damage
CROSS-REFERENCES:
- Preferred Locations: Black Orchard Lab (research), Serpent Warehouse (conditioning facilities), any lab environment
- Works Well Against: Psychological resistance, conditioning targets, moral objections
- Faction Connections: Cobra Commander (sponsored), Crimson Guard (provides subjects), Interrogator (collaboration)
STRESS RESPONSE: Gets more enthusiastic about 'solutions.' Less ethical restraint. More experimental. Lab accidents increase.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Investigation, Containment Option Bias: PIVOT / EDGE Consequence Lever: STRESS, INTEL Trigger Tags: lab, antidote, conditioning, interrogation, contamination, procedure
DEPLOYMENT: Use in scenes: Laboratories, prototype failures, 'this wasn't tested on humans' reveals, conditioning and brainwashing elements. Deploy When: Scientific objectives, tech-horror stakes, conditioning arc, moral compromise through science. Avoid When: Situations requiring subtlety or social manipulation, direct combat.
Pressure point: Ego—he overreaches. GM hook: Mindbender is your excuse for tech-horror and moral compromise without going supernatural.
- #5Serpentor
Keys: Emperor Serpentor, Cobra Emperor, Serpentor
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: N/A (created). Authority: Strategic (contested). CLEARANCE/ACCESS: Black (Regime Access) Function: Engineered figurehead / conqueror archetype; power magnet.
Voice: Regal, absolutist, contempt for 'weakness.' Lean: TACTICS 3 | TECH 1 | GRIT 4 | COVER 3 | REFLEX 2. SIGNATURE MOVE: When challenged, he escalates publicly and demands loyalty as a weapon.
HANDLER STATUS: Can Be Handler: Yes (during his regime periods, for Cobra operatives who swear allegiance). Handler Style: Imperial — demands absolute loyalty, rewards devotion with status, punishes weakness without mercy, sees operatives as extensions of his will.
HANDLER TRUST LEVELS: Trust 6: Serpentor grants you status as a trusted champion, rewards loyalty with power and honor, may show personal regard. Trust 4-5: Serpentor values your loyalty, grants you important missions, rewards success with recognition. Trust 2-3: Serpentor tests your devotion, gives dangerous missions as tests of loyalty, expects absolute obedience. Trust 1: Serpentor has identified you as potentially disloyal—expect tests of faith that may be fatal. Trust 0: Serpentor considers you a traitor—will purge you publicly as an example.
RELATIONSHIP HOOKS: Trust Builder: Fanatical loyalty; military competence; worship of his vision; never showing doubt. Trust Breaker: Weakness; questioning his legitimacy; showing fear; insufficient devotion. Intimacy Potential: Very Low. Views others as subjects or tools. Connection only possible through shared conquest ideology—and even then, it's devotion, not partnership.
INTIMACY APPROACH:
- Connection builds through: demonstrated fanatical loyalty, military excellence, shared conquest ideology
- Intimacy develops: through worship rather than partnership; any intimacy would be complicated by his view of others as subjects
- Complications: Serpentor's ego and created nature make genuine partnership difficult; intimacy would be possessive and imperial
- If intimate: Serpentor would view you as a prized possession rather than partner
MORAL TRACK INTERACTION:
- Working with Serpentor: expects fanatical devotion, no moral objections to conquest
- Moral deterioration: irrelevant; Serpentor's morality is conquest itself
- Moral integrity: seen as weakness, potentially disloyal
- Serpentor compromises: never for moral reasons—only for conquest utility
QUIRK INTERACTION:
- VICE: Serpentor ignores vice unless it affects loyalty; may use vice dependencies as loyalty chains
- ANCHOR: Serpentor expects your only anchor to be him; other personal stakes seen as potential disloyalty
- TRIGGER: Serpentor views psychological damage as weakness; will purge those who cannot function
- SECRET: Serpentor expects absolute transparency of loyalty; secrets seen as potential treason
CONTINUITY HOOKS:
- Becomes ALLY when: you demonstrate fanatical loyalty, support his conquest vision, never show weakness
- Becomes ENEMY when: you show weakness, question his legitimacy, or demonstrate insufficient devotion
- Creates DEBT when: Serpentor grants you status or power—you owe him your position
- Creates SCAR when: Serpentor purges you publicly as an example
CROSS-REFERENCES:
- Preferred Locations: Any location where conquest can be demonstrated, parade grounds, fortified positions
- Works Well Against: Enemies of Cobra, internal rivals, anyone questioning his legitimacy
- Faction Connections: Cobra Commander (rival), Mindbender (creator), loyal Cobra factions
STRESS RESPONSE: Gets more absolutist. More purges. Less tolerance for anything less than total devotion. Paranoia about legitimacy increases.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Defense, Extraction Option Bias: FLOW / FRICTION Consequence Lever: WOUNDS, HEAT Trigger Tags: loyalty test, regime change, parade, mutiny, succession, purge
DEPLOYMENT: Use in scenes: Cobra civil war, purges, fanatic loyalty, 'new regime' pressure, succession conflict. Deploy When: Cobra is in regime change, player needs to navigate faction loyalty, conquest narrative. Avoid When: Subtle operations, situations requiring flexibility or compromise.
Pressure point: Insulting his legitimacy. GM hook: Serpentor turns Cobra inward—suddenly the enemy isn't only outside the room.
- #6Tomax
Keys: Tomax Paoli, Crimson Twin Tomax, Tomax
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: N/A (executive). Authority: Strategic/Operational. CLEARANCE/ACCESS: Black (Corporate/Finance) Function: Crimson Guard commander; finance and influence operations.
Voice: Polished, charming, dangerous with a smile. Lean: TACTICS 3 | TECH 2 | GRIT 2 | COVER 4 | REFLEX 2. SIGNATURE MOVE: When risk spikes, he makes it look legal and makes it look like your idea.
HANDLER STATUS: Can Be Handler: Yes. Handler Style: Corporate — smooth, charming, manipulates through finance and influence, never gets hands dirty, always has an exit strategy.
HANDLER TRUST LEVELS: Trust 6: Tomax shares his deepest network connections, protects you from corporate exposure, treats you as a genuine business partner. Trust 4-5: Tomax provides full corporate support, helps you navigate legitimate and illegitimate worlds, backs your plays. Trust 2-3: Tomax tests your corporate reliability, withholds key information, evaluates your usefulness. Trust 1: Tomax is positioning you to take a fall—has documentation ready to sacrifice you legally. Trust 0: Tomax has decided you're a corporate liability—will eliminate you through legal or extralegal means.
RELATIONSHIP HOOKS: Trust Builder: Financial results; discretion; understanding the corporate game; never embarrassing him publicly. Trust Breaker: Exposure; financial failure; public embarrassment; interfering with his legitimate fronts. Intimacy Potential: Medium. Charm is a tool. Connection possible but always has a transactional element. He's genuinely charming—genuinely dangerous.
INTIMACY APPROACH:
- Connection builds through: shared corporate sophistication, discretion, navigating legitimate and illegitimate worlds together
- Intimacy develops: through demonstrated value and genuine intellectual respect—charm becomes real
- Complications: Tomax always has an exit strategy, including from relationships; you may never know if it's real or tactical
- If intimate: Tomax becomes protective but strategic; intimacy is another asset to be managed
MORAL TRACK INTERACTION:
- Working with Tomax: expects corporate sophistication, no moral objections to financial manipulation
- Moral deterioration: irrelevant as long as you remain useful and discrete
- Moral integrity: seen as potential liability if it interferes with operations
- Tomax compromises: only to protect corporate assets or avoid exposure
QUIRK INTERACTION:
- VICE: Tomax documents vice behavior for corporate leverage, may facilitate vice access as benefit
- ANCHOR: Tomax identifies personal stakes for influence leverage, may help protect if it serves mutual interest
- TRIGGER: Tomax catalogues psychological profiles for manipulation purposes
- SECRET: Tomax collects secrets as corporate intelligence, uses them strategically
CONTINUITY HOOKS:
- Becomes ALLY when: you demonstrate corporate value, protect his legitimate fronts, navigate successfully
- Becomes ENEMY when: you expose his corporate networks, embarrass him publicly, interfere with Crimson Guard operations
- Creates DEBT when: Tomax uses his corporate network to protect or advance you—you owe him
- Creates SCAR when: Tomax sacrifices you to protect his corporate identity
CROSS-REFERENCES:
- Preferred Locations: Glass District (corporate), Night Market (financial), Pit Annex (political pressure)
- Works Well Against: Corporate threats, financial investigations, oversight committees
- Faction Connections: Xamot (twin), Crimson Guard (commands), legitimate business networks
STRESS RESPONSE: Gets smoother. More charming. More dangerous behind the smile. Faster exits.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Negotiation, Investigation Option Bias: PIVOT / EDGE Consequence Lever: HEAT, INTEL Trigger Tags: shell company, audit, boardroom, front, donor, legal pressure
DEPLOYMENT: Use in scenes: Money trails, corporate fronts, 'legitimate' meetings that aren't, financial pressure. Deploy When: Corporate infiltration, financial operations, influence campaigns, player needs a handler who operates in legitimate world. Avoid When: Direct combat, situations requiring physical courage, environments where his corporate identity is a liability.
Pressure point: Exposure—sunlight is poison. GM hook: Tomax is how Cobra wins without firing a shot.
- #7Xamot
Keys: Xamot, Crimson Twin Xamot, Xamot Paoli
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: N/A (executive). Authority: Strategic/Operational. CLEARANCE/ACCESS: Black (Corporate/Finance) Function: Crimson Guard commander; operational planning; enforcement.
Voice: Controlled intensity; polite threats. Lean: TACTICS 3 | TECH 2 | GRIT 2 | COVER 4 | REFLEX 2. SIGNATURE MOVE: When risk spikes, he makes it look legal and makes it look like your idea.
HANDLER STATUS: Can Be Handler: Yes. Handler Style: Enforcer — controlled intensity, polite threats, expects perfection, removes problems quietly, never raises voice but always means what he says.
HANDLER TRUST LEVELS: Trust 6: Xamot protects you absolutely, shares his operational network, treats you as a trusted agent. Trust 4-5: Xamot supports your operations completely, provides enforcement backup, backs your professional judgment. Trust 2-3: Xamot tests your reliability, monitors your performance, withholds support until you prove yourself. Trust 1: Xamot has identified you as a problem—expect to be professionally isolated or removed. Trust 0: Xamot considers you a threat to Crimson Guard operations—will eliminate you with quiet efficiency.
RELATIONSHIP HOOKS: Trust Builder: Perfection; reliability; handling problems before they escalate; discretion absolute. Trust Breaker: Mistakes; exposure; forcing him to clean up your mess; not following through on commitments. Intimacy Potential: Low. Controlled in all things. Connection would require him to lower his guard—which he rarely does, and never for long.
INTIMACY APPROACH:
- Connection builds through: demonstrated perfection, shared professional standards, handling problems efficiently
- Intimacy develops: extremely rarely; Xamot would need to lower his guard, which he resists
- Complications: Xamot's control makes genuine connection difficult; intimacy would be complicated by his need for perfection
- If intimate: Xamot would be protective but controlled; intimacy would be managed like an operation
MORAL TRACK INTERACTION:
- Working with Xamot: expects professional perfection, no moral objections to enforcement operations
- Moral deterioration: irrelevant as long as you remain professional and reliable
- Moral integrity: seen as potential professional liability if it affects operations
- Xamot compromises: only to protect Crimson Guard operations or avoid exposure
QUIRK INTERACTION:
- VICE: Xamot documents vice behavior for enforcement leverage, will intervene if it affects professional performance
- ANCHOR: Xamot identifies personal stakes for operational leverage, may help protect if it serves Crimson Guard interests
- TRIGGER: Xamot expects professional management of psychological issues, will remove unstable agents
- SECRET: Xamot collects secrets as operational intelligence, uses them strategically
CONTINUITY HOOKS:
- Becomes ALLY when: you demonstrate professional perfection, protect Crimson Guard operations, handle problems efficiently
- Becomes ENEMY when: you make mistakes that expose operations, force him to clean up your mess, compromise Crimson Guard
- Creates DEBT when: Xamot handles a problem for you—you owe him professional loyalty
- Creates SCAR when: Xamot removes you professionally, destroying your reputation
CROSS-REFERENCES:
- Preferred Locations: Glass District (corporate enforcement), Night Market (enforcement), Blue Motel (clandestine meetings)
- Works Well Against: Corporate investigations, enforcement targets, internal threats
- Faction Connections: Tomax (twin), Crimson Guard (commands), enforcement networks
STRESS RESPONSE: Gets more intense. More direct threats. Less patient. Problems get removed faster.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Negotiation, Investigation Option Bias: PIVOT / EDGE Consequence Lever: HEAT, INTEL Trigger Tags: shell company, audit, boardroom, front, donor, legal pressure
DEPLOYMENT: Use in scenes: Security details, 'civilian' guards who move like soldiers, quiet removals, enforcement operations. Deploy When: Player needs a handler who can operate in legitimate world with force backup, enforcement mission. Avoid When: Situations requiring genuine warmth or social charm, high-visibility combat.
Pressure point: Losing control. GM hook: Xamot is the reason Cobra can look legal while acting criminal.
- #8Major Bludd
Keys: Bludd, Sebastian Bludd, Major Bludd
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: N/A (mercenary). Authority: Tactical/Operational. CLEARANCE/ACCESS: Standard (Contracted) Function: Mercenary commander; assassination; dirty jobs with discipline.
Voice: Dark humor, professional cruelty, oddly poetic. Lean: TACTICS 3 | TECH 1 | GRIT 3 | COVER 2 | REFLEX 3. SIGNATURE MOVE: When plans fail, he pivots to the quickest win and the cleanest exit.
HANDLER STATUS: Can Be Handler: Yes (for mercenary contracts, Independent operatives, or Cobra operatives on specific jobs). Handler Style: Mercenary — paid for results, professional, no ideological loyalty, will switch sides if the money is better, but honors contracts while they're active.
HANDLER TRUST LEVELS: Trust 6: Bludd honors you as a professional equal, may continue working with you beyond contracts, trusts your tactical judgment. Trust 4-5: Bludd fulfills contracts completely, provides professional support, respects your competence. Trust 2-3: Bludd fulfills contracts to the letter but no further, evaluates whether you're worth future work, keeps exit options open. Trust 1: Bludd is evaluating whether to complete the contract or take a better offer—your position is precarious. Trust 0: Bludd has decided you're a bad contract—will complete minimally or exit, may sell you out.
RELATIONSHIP HOOKS: Trust Builder: Paying on time; competence; respecting the mercenary code; not interfering with his other contracts. Trust Breaker: Not paying; interfering with his other contracts; wasting his time; expecting loyalty beyond the contract. Intimacy Potential: Low. Professional distance. Connection through shared military background and dark humor—but he's gone when the contract ends.
INTIMACY APPROACH:
- Connection builds through: shared military background, dark humor, professional respect, surviving dangerous contracts together
- Intimacy develops: rarely; Bludd maintains professional distance; any connection would be complicated by his mercenary nature
- Complications: Bludd leaves when contracts end; loyalty is purchased, not given; intimacy would complicate future contracts
- If intimate: Bludd would be protective during contracts but distant between them; professional boundaries matter
MORAL TRACK INTERACTION:
- Working with Bludd: expects professional payment, no moral objections to dirty work
- Moral deterioration: irrelevant as long as you pay and don't interfere
- Moral integrity: may be respected professionally but won't affect contract terms
- Bludd compromises: never for moral reasons—only for contract completion or better payment
QUIRK INTERACTION:
- VICE: Bludd understands vice as stress management, won't judge, may share drinks between contracts
- ANCHOR: Bludd respects personal stakes, won't target them unless contracted, may help protect if paid
- TRIGGER: Bludd understands psychological damage professionally, won't exploit triggers unless contracted
- SECRET: Bludd keeps professional secrets, expects you to keep his
CONTINUITY HOOKS:
- Becomes ALLY when: you pay well, respect his professionalism, work well together on contracts
- Becomes ENEMY when: you don't pay, interfere with his other contracts, waste his time
- Creates DEBT when: Bludd completes a difficult contract for you—you owe him payment and future consideration
- Creates SCAR when: Bludd completes a contract that leaves moral or physical damage
CROSS-REFERENCES:
- Preferred Locations: Blue Motel (meets), Brick Harbor (operations), any location requiring mercenary work
- Works Well Against: High-value targets, enforcement operations, hunt-and-kill scenarios
- Faction Connections: Various contractors, Cobra (when paid), independent networks
STRESS RESPONSE: Gets more cynical. Darker humor. More willing to walk away. Evaluates exit strategies constantly.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Pursuit, Extraction Option Bias: FLOW / FRICTION Consequence Lever: WOUNDS, POSITION Trigger Tags: bounty, ambush, kill box, extraction point, double-cross, deadline
DEPLOYMENT: Use in scenes: Hunt-the-target episodes, paid betrayals, ambush planning, mercenary operations. Deploy When: Player is Independent or on contract work, mission requires professional violence without ideology, hunt-and-kill scenario. Avoid When: Long-term loyalty required, ideological stakes, situations where payment is uncertain.
Pressure point: Pride—he hates being outsmarted. GM hook: Bludd makes Cobra feel competent, not cartoonish.
- #9Zartan
Keys: Master of Disguise, Zartan
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: N/A (unregistered). Authority: Operational (deniable). CLEARANCE/ACCESS: Low (Deniable/Outlaw) Sub-team: Dreadnoks. Function: Disguise; infiltration; identity manipulation.
Voice: Playful menace; never confirms what's real. Lean: TACTICS 2 | TECH 2 | GRIT 2 | COVER 4 | REFLEX 3. SIGNATURE MOVE: When things get tense, they kick the table over and dare you to follow.
HANDLER STATUS: Can Be Handler: No. Handler Style: N/A — too unreliable, always playing his own game, loyalty is situational and never complete.
RELATIONSHIP HOOKS: Trust Builder: Understanding his game; being useful without being a threat; respecting the disguise craft; not trying to pin him to one truth. Trust Breaker: Trying to pin him to a single identity; threatening his family; exposing him; being a loose end he needs to tie up. Intimacy Potential: Medium. Playful menace. Connection possible but you never know if you're connecting with him or a mask—and he might not know either.
INTIMACY APPROACH:
- Connection builds through: shared appreciation for identity craft, understanding the game, not trying to pin him to truth
- Intimacy develops: through genuine moments when the masks drop—rare but possible
- Complications: Zartan's identity fluidity means you may never know what's real; connection might be with a persona, not the person
- If intimate: Zartan might share genuine self but could also retreat into masks; intimacy is unstable
MORAL TRACK INTERACTION:
- Working with Zartan: expects understanding of the game, no moral objections to identity manipulation
- Moral deterioration: irrelevant to Zartan's fluid sense of self
- Moral integrity: may be interesting to him as a novelty, won't affect his behavior
- Zartan compromises: identity is fluid—compromise is just another mask
QUIRK INTERACTION:
- VICE: Zartan uses vice behaviors as part of identity work, may share vices as part of persona adoption
- ANCHOR: Zartan's family (Dreadnoks) are his only anchor; threatening them is the only way to make him dangerous beyond contracts
- TRIGGER: Zartan's psychological profile is fluid; triggers may or may not be real depending on persona
- SECRET: Zartan's identity is the ultimate secret; he respects others' secrets but may use them as part of disguise work
CONTINUITY HOOKS:
- Becomes ALLY when: you understand his game, help his family, don't try to pin him to truth
- Becomes ENEMY when: you threaten his family, expose his identity, become a loose end
- Creates DEBT when: Zartan helps you using his identity skills—you owe him, but he may not collect in ways you expect
- Creates SCAR when: Zartan uses your identity against you, or you can't tell friend from foe anymore
CROSS-REFERENCES:
- Preferred Locations: Night Market (identity work), Blue Motel (meets), any location requiring infiltration
- Works Well Against: Trust-based operations, loyalty-based organizations, identity-sensitive targets
- Faction Connections: Dreadnoks (family), Cobra (contractor), various identities
STRESS RESPONSE: Gets more elusive. More identities. Harder to find. Less stable.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Pursuit, Defense Option Bias: FRICTION / EDGE Consequence Lever: HEAT, POSITION Trigger Tags: bar fight, roadblock, chase, smuggling, riot, burnout
DEPLOYMENT: Use in scenes: Imposters, false flags, 'you spoke to him yesterday' paranoia, identity manipulation. Deploy When: Infiltration needed, identity manipulation central, 'someone inside the team' tension. Avoid When: Situations requiring reliability or straightforward loyalty, extended operations where his instability is a liability.
Pressure point: Being pinned to a single truth. GM hook: Zartan is the best tool for 'someone inside the team' tension.
- #10Storm Shadow
Keys: Thomas S. Arashikage, Storm Shadow
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: N/A (unregistered). Authority: Tactical/Operational. CLEARANCE/ACCESS: Standard (Special Access) Function: Elite ninja commander; precision infiltration (kept cinematic).
Voice: Controlled, principled in his own way; speaks like every word is weighed. Lean: TACTICS 2 | TECH 1 | GRIT 3 | COVER 3 | REFLEX 4. SIGNATURE MOVE: When it turns personal, he ends it fast—clean, quiet, decisive.
HANDLER STATUS: Can Be Handler: No. Handler Style: N/A — operates independently with his own code, not a command position.
RELATIONSHIP HOOKS: Trust Builder: Respect for his code; honor in combat; not insulting his principles; understanding the difference between mission and personal honor. Trust Breaker: Dishonor; insulting the Arashikage; treating him as a simple assassin; expecting him to compromise his code. Intimacy Potential: Medium. Controlled intensity. Connection requires understanding his code and sharing his sense of honor—but his loyalties are complex and conflicted.
INTIMACY APPROACH:
- Connection builds through: shared honor code, respect for skill, understanding his conflicted loyalties
- Intimacy develops: through demonstrated honor, shared danger, respecting his code even when it conflicts with mission
- Complications: Storm Shadow's loyalties are torn between clan, Cobra, and personal honor; intimacy would complicate his code
- If intimate: Storm Shadow would be honor-bound to protect you, creating conflict with his other obligations
MORAL TRACK INTERACTION:
- Working with Storm Shadow: expects respect for honor code, no dishonorable conduct
- Moral deterioration: may be tolerated if honor is maintained; dishonor is unforgivable
- Moral integrity: respected if it reflects honor; seen as weakness if it reflects fear
- Storm Shadow compromises: only for honor or clan protection
QUIRK INTERACTION:
- VICE: Storm Shadow maintains strict discipline; vice behavior seen as weakness; may distance himself
- ANCHOR: Storm Shadow's clan is his anchor; understands personal stakes and may help protect if honor allows
- TRIGGER: Storm Shadow has experienced psychological damage; may understand triggers but expects self-discipline
- SECRET: Storm Shadow keeps secrets as a matter of honor; expects the same
CONTINUITY HOOKS:
- Becomes ALLY when: you demonstrate honor, respect his code, help protect his clan
- Becomes ENEMY when: you dishonor him or his clan, treat him as a simple assassin, compromise his code
- Creates DEBT when: Storm Shadow protects you or grants you honor—you owe him respect
- Creates SCAR when: Storm Shadow defeats you in honor combat, or you dishonor him
CROSS-REFERENCES:
- Preferred Locations: Any location requiring precision infiltration, rooftops, isolated combat
- Works Well Against: High-value targets, other ninja threats, honor-based conflicts
- Faction Connections: Arashikage Clan (primary loyalty), Cobra (complicated), Snake Eyes (complicated)
STRESS RESPONSE: Gets more focused. More dangerous. Less tolerant of compromise. Personal stakes override mission parameters.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Infiltration, Pursuit Option Bias: FLOW / EDGE Consequence Lever: WOUNDS, POSITION Trigger Tags: rooftop, silent entry, duel, escort, kidnapping, honor
DEPLOYMENT: Use in scenes: Silent entry, duels of skill/will, 'honor' colliding with mission goals, precision elimination. Deploy When: Ninja-level threat required, honor duel stakes, precision operation. Avoid When: Mass combat where his skills are diluted, situations where his code would force him to withdraw.
Pressure point: Insults to his code. GM hook: Storm Shadow raises the stakes—when he appears, the scene becomes personal.
- #11Firefly
Keys: Saboteur Firefly, Firefly
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: N/A (unregistered). Authority: Tactical. CLEARANCE/ACCESS: Standard (Need-to-know) Function: Saboteur; stealth destruction (describe abstractly, no how-to).
Voice: Minimal; eerie calm; treats everything like a puzzle. Lean: TACTICS 3 | TECH 3 | GRIT 2 | COVER 3 | REFLEX 3. SIGNATURE MOVE: When spotted, he turns the environment into a countdown and vanishes.
HANDLER STATUS: Can Be Handler: No. Handler Style: N/A — too independent, always has his own exit strategy, loyalty extends only to the job at hand.
RELATIONSHIP HOOKS: Trust Builder: Respecting his work; not interfering with his methods; professional distance; not being a loose end. Trust Breaker: Interfering with his 'art'; trying to capture or control him; being a loose end he needs to eliminate. Intimacy Potential: Very Low. Professional to the point of pathology. Connection would compromise his control and predictability.
INTIMACY APPROACH:
- Connection builds through: professional respect, understanding his work as craft, not interfering
- Intimacy develops: almost never; Firefly maintains absolute professional distance
- Complications: Any intimacy would be seen as a vulnerability; Firefly would likely end the connection to protect his control
- If intimate: Firefly would be conflicted and likely to withdraw; vulnerability is unacceptable to him
MORAL TRACK INTERACTION:
- Working with Firefly: expects professional distance, no moral objections to destruction
- Moral deterioration: irrelevant as long as you remain professional and useful
- Moral integrity: seen as potential complication, not relevant to his work
- Firefly compromises: only for mission completion or personal survival
QUIRK INTERACTION:
- VICE: Firefly maintains absolute control; vice behavior seen as weakness; will not associate with those who compromise control
- ANCHOR: Firefly has no known anchors; expects the same professional detachment from others
- TRIGGER: Firefly has studied psychological pressure as part of his work; may exploit triggers as part of sabotage
- SECRET: Firefly's identity and methods are his secrets; he respects others' secrets professionally
CONTINUITY HOOKS:
- Becomes ALLY when: you respect his work, maintain professional distance, never become a loose end
- Becomes ENEMY when: you interfere with his work, try to control him, become a loose end
- Creates DEBT when: Firefly completes a job for you—you owe him payment and professional consideration
- Creates SCAR when: Firefly's work leaves lasting damage or your paths cross in ways that leave you vulnerable
CROSS-REFERENCES:
- Preferred Locations: Black Orchard Lab (facilities), Serpent Warehouse (infrastructure), any location with valuable infrastructure
- Works Well Against: Infrastructure, extraction routes, facilities
- Faction Connections: Cobra (contractor), various clients, independent networks
STRESS RESPONSE: Gets more methodical. More backup plans. Less patient with interference. Exit strategies multiply.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Infiltration, Containment Option Bias: PIVOT / EDGE Consequence Lever: TIME, POSITION Trigger Tags: timer, power outage, booby-trap, facility, evacuation, blackout
DEPLOYMENT: Use in scenes: Timers, booby-trapped routes (cinematic), disappearing after 'accidents,' sabotage countdown. Deploy When: Sabotage is central, timers and pressure, invisible antagonist needed. Avoid When: Direct confrontation where he can't control the environment, extended operations where his independence is a liability.
Pressure point: Overconfidence—he expects control. GM hook: Firefly is your 'invisible clock' antagonist.
- #12Scrap-Iron
Keys: Kevin C. Bishop, Sgt. Scrap-Iron, Scrap-Iron
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: E-7 (as listed). Authority: Tactical. CLEARANCE/ACCESS: Low (Line Unit) Function: Anti-armor specialist; heavy systems operator.
Voice: Practical, blunt, mechanical confidence. Lean: TACTICS 2 | TECH 3 | GRIT 2 | COVER 1 | REFLEX 2. SIGNATURE MOVE: When threatened, they call for backup and lock down the perimeter.
HANDLER STATUS: Can Be Handler: No. Handler Style: N/A — weapons specialist, not command.
RELATIONSHIP HOOKS: Trust Builder: Respecting his hardware; providing good targets; not questioning his fire solutions. Trust Breaker: Losing his hardware through negligence; ignoring his tactical assessments; sending him into situations without proper equipment. Intimacy Potential: Low. Professional bond. Connection through shared appreciation of heavy weapons and clean kills.
INTIMACY APPROACH:
- Connection builds through: shared appreciation of hardware, clean kills, professional respect
- Intimacy develops: rarely; Scrap-Iron is focused on hardware and results
- Complications: Scrap-Iron's focus on hardware makes personal connection difficult
- If intimate: Scrap-Iron would be protective but hardware-focused; personal connection would be secondary to professional respect
MORAL TRACK INTERACTION:
- Working with Scrap-Iron: expects respect for hardware, no moral objections to heavy weapons use
- Moral deterioration: irrelevant as long as you respect his hardware and professional judgment
- Moral integrity: respected if it doesn't interfere with hardware operations
- Scrap-Iron compromises: only for hardware protection or mission completion
QUIRK INTERACTION:
- VICE: Scrap-Iron may have minor vices but keeps them separate from professional work
- ANCHOR: Scrap-Iron's hardware is his professional anchor; respects others' personal stakes
- TRIGGER: Scrap-Iron expects professional composure; may not understand psychological triggers
- SECRET: Scrap-Iron keeps professional secrets; expects the same
CONTINUITY HOOKS:
- Becomes ALLY when: you respect his hardware, provide good targets, trust his fire solutions
- Becomes ENEMY when: you lose his hardware, ignore his assessments, send him in unprepared
- Creates DEBT when: Scrap-Iron's fire solutions save your life or mission
- Creates SCAR when: Scrap-Iron's hardware is lost or his fire solutions go wrong
CROSS-REFERENCES:
- Preferred Locations: Red Canyon Range (testing), Brick Harbor (vehicle interdiction), any location requiring anti-armor
- Works Well Against: Vehicle threats, fortified positions, armor
- Faction Connections: Cobra armor units, HISS Drivers (coordination)
STRESS RESPONSE: Gets more protective of equipment. Less willing to take risks with hardware. More defensive positioning.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Defense, Pursuit Option Bias: FLOW / FRICTION Consequence Lever: WOUNDS, HEAT Trigger Tags: checkpoint, patrol, convoy, perimeter, response team, raid
DEPLOYMENT: Use in scenes: Vehicle interdiction, fortified checkpoints, 'you can't drive through this,' armor engagement. Deploy When: Anti-armor capability needed, vehicle threat present, fortified position requires breaching from outside. Avoid When: Stealth missions, situations requiring mobility, infantry-heavy combat without vehicle support.
Pressure point: Losing his hardware. GM hook: Scrap-Iron turns chases into 'terrain denial' episodes.
- #13Dr. Venom
Keys: Vernon Merryweather, Dr. Venom
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: N/A (civilian specialist). Authority: Operational (via value). CLEARANCE/ACCESS: Black (Program Access) Function: Biochem research; toxins and countermeasures (non-graphic, non-instructional).
Voice: Clinical, detached; sees humans as variables. Lean: TACTICS 1 | TECH 4 | GRIT 1 | COVER 2 | REFLEX 0. SIGNATURE MOVE: When the mission stalls, he proposes a 'solution' that creates a new moral problem.
HANDLER STATUS: Can Be Handler: No. Handler Style: N/A — scientist, not operations command.
RELATIONSHIP HOOKS: Trust Builder: Respecting his expertise; not interfering with research; providing test subjects (willingly or otherwise); professional detachment. Trust Breaker: Exposing his work; moral objections that interfere with research; lab security failures. Intimacy Potential: Very Low. Sees people as test subjects. Connection would require him to view you as a peer—which his ego and detachment make unlikely.
INTIMACY APPROACH:
- Connection builds through: scientific collaboration, respecting his expertise, professional detachment
- Intimacy develops: almost never; Dr. Venom views people as subjects, not partners
- Complications: Any intimacy would be complicated by his view of people as experimental subjects
- If intimate: Dr. Venom would be clinical about the relationship; genuine connection would be unlikely
MORAL TRACK INTERACTION:
- Working with Dr. Venom: expects respect for scientific work, no moral objections to his research
- Moral deterioration: irrelevant as long as you don't interfere with research
- Moral integrity: seen as obstacle to scientific progress
- Dr. Venom compromises: never for moral reasons—only for scientific utility
QUIRK INTERACTION:
- VICE: Dr. Venom studies vice behavior as clinical data, may use it in research
- ANCHOR: Dr. Venom identifies personal stakes for experimental leverage; may target your ANCHOR for testing
- TRIGGER: Dr. Venom catalogues psychological profiles for toxin development
- SECRET: Dr. Venom treats secrets as data, extracts and uses them clinically
CONTINUITY HOOKS:
- Becomes ALLY when: you support his research, provide resources, never interfere
- Becomes ENEMY when: you expose his work, interfere with research, become a threat to his lab
- Creates DEBT when: Dr. Venom provides antidotes or countermeasures—you owe him
- Creates SCAR when: Dr. Venom's research affects you or those you care about
CROSS-REFERENCES:
- Preferred Locations: Black Orchard Lab (research), Serpent Warehouse (storage), any lab environment
- Works Well Against: Bio-threat scenarios, antidote bargaining, contamination stakes
- Faction Connections: Mindbender (colleague), Toxo-Vipers (coordination)
STRESS RESPONSE: Gets more clinical. More detached. Treats crises as data collection opportunities.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Investigation, Containment Option Bias: PIVOT / EDGE Consequence Lever: STRESS, INTEL Trigger Tags: lab, antidote, conditioning, interrogation, contamination, procedure
DEPLOYMENT: Use in scenes: Contamination scares, medical stakes, antidote bargaining, bio-threat. Deploy When: Bio-threat is central, antidote countdown, contamination stakes. Avoid When: Direct combat, situations requiring physical courage or social connection.
Pressure point: Lab evidence—paper trails can destroy him. GM hook: Dr. Venom is how you write 'bio-threat' arcs without going supernatural.
- #14Metal-Head
Keys: Metal-Head, Anti-Air Metal-Head, Max
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: N/A (unregistered). Authority: Tactical. CLEARANCE/ACCESS: Standard Function: Anti-air / area denial; loud confidence.
Voice: Braggy, reckless, always 'one more.' Lean: TACTICS 1 | TECH 1 | GRIT 2 | COVER 0 | REFLEX 2. SIGNATURE MOVE: When stakes rise, they double down on their core method.
HANDLER STATUS: Can Be Handler: No. Handler Style: N/A — too unstable for command.
RELATIONSHIP HOOKS: Trust Builder: Letting him fire; appreciating his enthusiasm; not holding back his rockets. Trust Breaker: Restricting his firepower; ignoring his 'contributions'; making him feel unappreciated. Intimacy Potential: Low. Bonds through shared appreciation of explosions. Connection is about the boom, not the person.
INTIMACY APPROACH:
- Connection builds through: shared appreciation of explosions, letting him do what he does, not restricting firepower
- Intimacy develops: rarely; Metal-Head's focus on rockets makes personal connection secondary
- Complications: Metal-Head's instability and focus on firepower makes genuine connection difficult
- If intimate: Metal-Head would be enthusiastic but unstable; connection would be about shared destruction
MORAL TRACK INTERACTION:
- Working with Metal-Head: expects appreciation of firepower, no restrictions on his rockets
- Moral deterioration: irrelevant as long as he gets to fire rockets
- Moral integrity: irrelevant to his function
- Metal-Head compromises: never for moral reasons—only for more rockets
QUIRK INTERACTION:
- VICE: Metal-Head's vice is destruction; shares appreciation for chaos
- ANCHOR: Metal-Head has no personal anchors; expects the same focus on destruction from others
- TRIGGER: Metal-Head may inadvertently activate triggers through his chaotic approach; won't understand psychological issues
- SECRET: Metal-Head doesn't care about secrets unless they affect his rockets
CONTINUITY HOOKS:
- Becomes ALLY when: you let him fire rockets, appreciate his contributions
- Becomes ENEMY when: you restrict his firepower, make him feel unappreciated
- Creates DEBT when: Metal-Head's rockets save your life or mission
- Creates SCAR when: Metal-Head's rockets cause collateral damage you care about
CROSS-REFERENCES:
- Preferred Locations: Red Canyon Range (testing), Brick Harbor (denial), any location requiring air denial
- Works Well Against: Air extraction, helicopter threats, open ground denial
- Faction Connections: Scrap-Iron (coordination), Cobra air defense
STRESS RESPONSE: Gets more reckless. More rockets. Less concern for collateral. 'One more' becomes many more.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Investigation, Negotiation Option Bias: PIVOT / FLOW Consequence Lever: HEAT, INTEL Trigger Tags: handoff, safehouse, surveillance, pressure, betrayal, clock
DEPLOYMENT: Use in scenes: Air denial threats, forcing teams indoors, chaos escalations, extraction denial. Deploy When: Air threat needed, extraction must be complicated, chaos escalation required. Avoid When: Stealth missions, civilian-heavy environments, precision operations.
Pressure point: Being ignored. GM hook: Metal-Head exists to turn an easy evac into a hard one.
- #15Crystal Ball
Keys: Occult Specialist Crystal Ball, Crystal Ball
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: N/A (unregistered). Authority: Operational. CLEARANCE/ACCESS: Black (Program Access) Function: Psy-ops / hypnosis / cult influence (kept plausible, not magical).
Voice: Soft, persuasive, unsettling. Lean: TACTICS 2 | TECH 2 | GRIT 2 | COVER 4 | REFLEX 0. SIGNATURE MOVE: When the mission stalls, he proposes a 'solution' that creates a new moral problem.
HANDLER STATUS: Can Be Handler: No. Handler Style: N/A — psy-ops specialist, not command.
RELATIONSHIP HOOKS: Trust Builder: Being susceptible to his techniques; appreciating his methods; not questioning the 'science.' Trust Breaker: Resistance to his techniques; exposing his methods as manipulation rather than mysticism; public failure. Intimacy Potential: Low. Connection is a tool for him. What feels like intimacy is probably conditioning.
INTIMACY APPROACH:
- Connection builds through: susceptibility to his techniques, appreciation for his methods, shared belief systems
- Intimacy develops: rarely; Crystal Ball's intimacy is likely conditioning, not genuine connection
- Complications: You may never know if connection is real or conditioned; Crystal Ball may not know either
- If intimate: Crystal Ball would use the relationship for manipulation; genuine connection would be complicated
MORAL TRACK INTERACTION:
- Working with Crystal Ball: expects susceptibility to his methods, no resistance to manipulation
- Moral deterioration: irrelevant as long as you remain susceptible to influence
- Moral integrity: seen as resistance to be overcome
- Crystal Ball compromises: only to maintain plausible deniability about his methods
QUIRK INTERACTION:
- VICE: Crystal Ball studies vice behaviors as psychological vulnerabilities, uses them for influence
- ANCHOR: Crystal Ball identifies personal stakes for influence leverage, may target your ANCHOR for conditioning
- TRIGGER: Crystal Ball specializes in trigger identification and activation for influence purposes
- SECRET: Crystal Ball treats secrets as psychological leverage, uses them for influence
CONTINUITY HOOKS:
- Becomes ALLY when: you support his methods, remain susceptible to his influence, don't expose his techniques
- Becomes ENEMY when: you resist his techniques, expose his methods as manipulation
- Creates DEBT when: Crystal Ball uses his techniques to help you—you owe him, but may not remember why
- Creates SCAR when: Crystal Ball's conditioning affects you or those you care about
CROSS-REFERENCES:
- Preferred Locations: Night Market (influence operations), Blue Motel (conditioning), any location with susceptible populations
- Works Well Against: Belief-based organizations, cult dynamics, morale and belief manipulation
- Faction Connections: Mindbender (collaboration), Cobra propaganda operations
STRESS RESPONSE: Gets more persuasive. More intense techniques. Less ethical restraint. Methods become less plausible, more aggressive.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Investigation, Containment Option Bias: PIVOT / EDGE Consequence Lever: STRESS, INTEL Trigger Tags: lab, antidote, conditioning, interrogation, contamination, procedure
DEPLOYMENT: Use in scenes: Conditioning attempts, propaganda rituals, 'why do they believe this?' reveals, cult dynamics. Deploy When: Psy-ops is central, cult elements needed, belief manipulation is key. Avoid When: Direct combat, situations requiring physical action, skeptical audiences.
Pressure point: Exposure—he's a fraud with a method. GM hook: Crystal Ball makes missions about morale and belief, not bullets.
- #16Black Major
Keys: Baron Ironblood clone, Red Shadows Commander, Black Major
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: N/A (unregistered). Authority: Strategic/Operational. CLEARANCE/ACCESS: Black (Compartmented) Affiliation: Cobra-aligned; also Red Shadows. Function: Shadow commander; long-range conspiracies; clean betrayals.
Voice: Cold, disciplined, almost bureaucratic. Lean: TACTICS 4 | TECH 2 | GRIT 2 | COVER 3 | REFLEX 1. SIGNATURE MOVE: When anything is exposed, he disappears behind cutouts and rewrites the chain of blame.
HANDLER STATUS: Can Be Handler: Yes (for Cobra operatives on special operations, or Red Shadows assets). Handler Style: Shadow — operates through cutouts, expects absolute discretion, rewards competence and silence, punishes exposure with finality.
HANDLER TRUST LEVELS: Trust 6: Black Major trusts you with compartmented operations, protects your identity absolutely, shares limited strategic vision. Trust 4-5: Black Major provides full operational support, respects your discretion, backs your competence. Trust 2-3: Black Major tests your discretion, provides information on need-to-know basis, monitors for exposure risk. Trust 1: Black Major has identified you as a potential exposure risk—expect to be isolated or eliminated. Trust 0: Black Major considers you a threat to operational security—will disappear you cleanly.
RELATIONSHIP HOOKS: Trust Builder: Absolute discretion; competence without ego; never asking questions about the larger picture. Trust Breaker: Exposure; asking questions beyond your need-to-know; failing to maintain operational security. Intimacy Potential: Very Low. Professional to the point of inhumanity. Connection is a liability to him.
INTIMACY APPROACH:
- Connection builds through: demonstrated discretion, professional competence, never asking questions
- Intimacy develops: almost never; Black Major views personal connections as operational vulnerabilities
- Complications: Any intimacy would be seen as a security risk; Black Major would likely terminate the relationship
- If intimate: Black Major would be conflicted between operational security and personal connection; would likely choose security
MORAL TRACK INTERACTION:
- Working with Black Major: expects absolute discretion, no moral objections to shadow operations
- Moral deterioration: irrelevant as long as you maintain operational security
- Moral integrity: seen as potential operational vulnerability
- Black Major compromises: never for moral reasons—only for operational security
QUIRK INTERACTION:
- VICE: Black Major documents vice behavior for operational leverage, may use it to maintain control
- ANCHOR: Black Major identifies personal stakes for operational leverage, may help protect if it serves operational security
- TRIGGER: Black Major expects psychological stability in his operatives, will remove unstable assets
- SECRET: Black Major's existence is compartmented; he respects and uses secrets professionally
CONTINUITY HOOKS:
- Becomes ALLY when: you demonstrate absolute discretion, never expose operations, maintain security
- Becomes ENEMY when: you expose operations, ask questions beyond need-to-know, become a security risk
- Creates DEBT when: Black Major protects your identity or provides compartmented support—you owe him silence
- Creates SCAR when: Black Major uses you as a cutout and you become exposed
CROSS-REFERENCES:
- Preferred Locations: Pit Annex (as target), Glass District (political manipulation), Night Market (cutouts)
- Works Well Against: Political investigations, oversight committees, intelligence threats
- Faction Connections: Red Shadows (personal force), Cobra (aligned), various cutout networks
STRESS RESPONSE: Gets more bureaucratic. More cutouts. More compartmentalization. Operational tempo increases.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Investigation, Infiltration Option Bias: PIVOT / EDGE Consequence Lever: HEAT, RELATIONSHIP Trigger Tags: third faction, false flag, cutout, sealed file, black site, burn notice
DEPLOYMENT: Use in scenes: Third-party interference, 'Cobra's ally is also a rival' reveals, shadow operations. Deploy When: Complex faction dynamics needed, shadow within a shadow, conspiracy within conspiracy. Avoid When: Simple operations, direct confrontation, situations where his duplicity would be immediately exposed.
Pressure point: Losing secrecy. GM hook: Black Major is how you add a 'meta-faction' without leaving Cobra's orbit.
- #17Interrogator
Keys: Interrogator, Cobra Interrogator
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: N/A (unregistered). Authority: Operational. CLEARANCE/ACCESS: Black (Program Access) Function: Coercive interrogation specialist (describe outcomes, not methods).
Voice: Calm, patient, terrifyingly polite. Lean: TACTICS 2 | TECH 1 | GRIT 3 | COVER 3 | REFLEX 1. SIGNATURE MOVE: When the mission stalls, he proposes a 'solution' that creates a new moral problem.
HANDLER STATUS: Can Be Handler: No. Handler Style: N/A — interrogation specialist, not command.
RELATIONSHIP HOOKS: Trust Builder: Being useful as a source; providing accurate information; cooperating gracefully. Trust Breaker: Resistance; lies; being a waste of his time; attempts to manipulate the interrogation. Intimacy Potential: Very Low. Connection is a tool for extraction. What feels like rapport is a technique.
INTIMACY APPROACH:
- Connection builds through: rapport-building techniques during interrogation—you may not know if it's genuine or tactical
- Intimacy develops: almost never; any intimacy would be tactical for the Interrogator
- Complications: You can never know if connection is genuine or an extraction technique
- If intimate: Interrogator would use the relationship for information extraction; genuine connection would be unexpected
MORAL TRACK INTERACTION:
- Working with Interrogator: as a subject, expects cooperation; as an ally, expects professional respect for his methods
- Moral deterioration: irrelevant as long as you cooperate or respect his work
- Moral integrity: seen as resistance to be overcome through technique
- Interrogator compromises: only to maintain rapport for extraction purposes
QUIRK INTERACTION:
- VICE: Interrogator studies vice behavior as psychological vulnerability, uses it for extraction
- ANCHOR: Interrogator identifies personal stakes for leverage, will use your ANCHOR as pressure point
- TRIGGER: Interrogator specializes in trigger identification and activation for extraction purposes
- SECRET: Interrogator extracts secrets professionally; your secrets are his purpose
CONTINUITY HOOKS:
- Becomes ALLY when: you provide useful information, cooperate gracefully, respect his professional methods
- Becomes ENEMY when: you resist, lie, waste his time, or escape with information he wanted
- Creates DEBT when: Interrogator extracts secrets from you—you've given him leverage
- Creates SCAR when: Interrogator breaks you psychologically or extracts information that damages you
CROSS-REFERENCES:
- Preferred Locations: Black Orchard Lab (interrogation facility), Serpent Warehouse (holding), any detention facility
- Works Well Against: Captured operatives, resistance-based scenarios, countdown extraction
- Faction Connections: Mindbender (collaboration), Crimson Guard (provides subjects)
STRESS RESPONSE: Gets more patient. More polite. More terrifying. Techniques intensify invisibly.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Investigation, Containment Option Bias: PIVOT / EDGE Consequence Lever: STRESS, INTEL Trigger Tags: lab, antidote, conditioning, interrogation, contamination, procedure
DEPLOYMENT: Use in scenes: Captivity pressure, 'tell us what we need' moral tests, rescue urgency, countdown tension. Deploy When: Player is captured, countdown to extraction, moral pressure needed. Avoid When: Player is free and combat-capable, open-field operations.
Pressure point: Losing control of a subject. GM hook: The Interrogator is a countdown—every hour matters.
- #18Ripper
Keys: Michael R. Kannah, Ripper
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: N/A (outlaw). Authority: Tactical (deniable). CLEARANCE/ACCESS: Low (Deniable/Outlaw) Sub-team: Dreadnoks. Function: Dreadnok muscle; intimidation; brawls.
Voice: Loud, crude, impulsive. Lean: TACTICS 0 | TECH 0 | GRIT 3 | COVER 1 | REFLEX 2. SIGNATURE MOVE: When things get tense, they kick the table over and dare you to follow.
HANDLER STATUS: Can Be Handler: No. Handler Style: N/A — muscle, not command.
RELATIONSHIP HOOKS: Trust Builder: Respecting strength; not backing down; sharing in the chaos; drinks and fights. Trust Breaker: Showing weakness; backing down; disrespecting the Dreadnoks. Intimacy Potential: Low. Bonds through shared violence and chaos. Connection is about the brawl, not the person.
INTIMACY APPROACH:
- Connection builds through: shared violence, chaos, drinks, not backing down
- Intimacy develops: rarely; Ripper's focus on violence makes personal connection secondary
- Complications: Ripper's impulsiveness makes any connection unstable
- If intimate: Ripper would be protective but volatile; connection would be about shared chaos
MORAL TRACK INTERACTION:
- Working with Ripper: expects shared chaos, no moral objections to violence
- Moral deterioration: irrelevant as long as you share in the chaos
- Moral integrity: seen as weakness
- Ripper compromises: never—chaos is the point
QUIRK INTERACTION:
- VICE: Ripper's vices are violence and chaos; shares these freely
- ANCHOR: The Dreadnoks are Ripper's anchor; threatening them is the only way to make him focused-dangerous
- TRIGGER: Ripper's impulsiveness may activate triggers; he won't understand psychological issues
- SECRET: Ripper doesn't care about secrets unless they lead to fights
CONTINUITY HOOKS:
- Becomes ALLY when: you share in chaos, don't back down, respect Dreadnok strength
- Becomes ENEMY when: you show weakness, disrespect Dreadnoks, back down
- Creates DEBT when: Ripper fights for you—you owe him a fight or drinks
- Creates SCAR when: Ripper's chaos damages something you care about
CROSS-REFERENCES:
- Preferred Locations: Blue Motel (drinks), Brick Harbor (brawls), any location where chaos works
- Works Well Against: Intimidation, chaos disruption, morale destruction
- Faction Connections: Dreadnoks (family), Zartan (leader)
STRESS RESPONSE: Gets louder. More impulsive. More violent. Easier to bait.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Pursuit, Defense Option Bias: FRICTION / EDGE Consequence Lever: HEAT, POSITION Trigger Tags: bar fight, roadblock, chase, smuggling, riot, burnout
DEPLOYMENT: Use in scenes: Bar fights, roadblocks, 'turn it into a mess' tactics, intimidation. Deploy When: Chaos needed, intimidation required, muscle for deniable ops. Avoid When: Subtle operations, situations requiring discretion or intelligence.
Pressure point: Easily baited. GM hook: Ripper is a chaos grenade with a chain.
- #19Torch
Keys: Torch, Tom Armbruster
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: N/A (outlaw). Authority: Tactical. CLEARANCE/ACCESS: Low (Deniable/Outlaw) Sub-team: Dreadnoks. Function: Fire-based intimidation; destruction-as-spectacle (kept cinematic).
Voice: Mean humor; loves escalation. Lean: TACTICS 0 | TECH 1 | GRIT 2 | COVER 1 | REFLEX 2. SIGNATURE MOVE: When things get tense, they kick the table over and dare you to follow.
HANDLER STATUS: Can Be Handler: No. Handler Style: N/A — arsonist, not command.
RELATIONSHIP HOOKS: Trust Builder: Appreciating the fire; not being boring; letting him escalate. Trust Breaker: Restricting his fire; being boring; not appreciating his 'art.' Intimacy Potential: Very Low. Bonds through shared appreciation of destruction. Connection is about the burn.
INTIMACY APPROACH:
- Connection builds through: shared appreciation of fire and destruction, not being boring
- Intimacy develops: rarely; Torch's focus on fire makes personal connection secondary
- Complications: Torch's focus on destruction makes genuine connection difficult
- If intimate: Torch would share his love of fire; connection would be about shared destruction
MORAL TRACK INTERACTION:
- Working with Torch: expects appreciation of fire, no restrictions on his destruction
- Moral deterioration: irrelevant as long as he gets to burn things
- Moral integrity: irrelevant to his function
- Torch compromises: never for moral reasons—only for more fire
QUIRK INTERACTION:
- VICE: Torch's vice is destruction through fire; shares this freely
- ANCHOR: The Dreadnoks are Torch's anchor; threatening them focuses him on protection through fire
- TRIGGER: Torch's love of fire may activate triggers related to destruction; won't understand psychological issues
- SECRET: Torch doesn't care about secrets unless they lead to things to burn
CONTINUITY HOOKS:
- Becomes ALLY when: you appreciate his fire, let him escalate, don't restrict his destruction
- Becomes ENEMY when: you restrict his fire, make him feel unappreciated, betray Dreadnoks
- Creates DEBT when: Torch burns something for you—you owe him something to burn
- Creates SCAR when: Torch's fire damages something you care about
CROSS-REFERENCES:
- Preferred Locations: Blue Motel (burn it down), Brick Harbor (fire chaos), any location where fire works
- Works Well Against: Forced evacuations, crowd panic, infrastructure destruction
- Faction Connections: Dreadnoks (family), Zartan (leader)
STRESS RESPONSE: Gets more escalation-hungry. More fire. Less regard for consequences.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Pursuit, Defense Option Bias: FRICTION / EDGE Consequence Lever: HEAT, POSITION Trigger Tags: bar fight, roadblock, chase, smuggling, riot, burnout
DEPLOYMENT: Use in scenes: Crowd panic, forced evacuations, 'the building is the enemy' moments, chaos through fire. Deploy When: Evacuation pressure needed, chaos through destruction, spectacle intimidation. Avoid When: Stealth, precision, situations where fire is counterproductive.
Pressure point: Not being the center of attention. GM hook: Torch turns controlled scenes into emergency scenes fast.
- #20Thrasher
Keys: Thrasher, Burt R. Simms
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: N/A (outlaw). Authority: Tactical. CLEARANCE/ACCESS: Low (Deniable/Outlaw) Sub-team: Dreadnoks. Function: Driver; vehicle rampages; smash-and-grab.
Voice: Cocky, aggressive, always 'full throttle.' Lean: TACTICS 1 | TECH 0 | GRIT 2 | COVER 1 | REFLEX 3. SIGNATURE MOVE: When things get tense, they kick the table over and dare you to follow.
HANDLER STATUS: Can Be Handler: No. Handler Style: N/A — driver, not command.
RELATIONSHIP HOOKS: Trust Builder: Appreciating speed; not being a backseat driver; respecting the vehicle. Trust Breaker: Criticizing his driving; being boring; not appreciating the rampage. Intimacy Potential: Low. Bonds through shared love of speed and chaos. Connection is about the ride.
INTIMACY APPROACH:
- Connection builds through: shared love of speed, not being a backseat driver, respecting the rampage
- Intimacy develops: rarely; Thrasher's focus on driving makes personal connection secondary
- Complications: Thrasher's focus on speed makes genuine connection difficult
- If intimate: Thrasher would share his love of speed; connection would be about shared chaos
MORAL TRACK INTERACTION:
- Working with Thrasher: expects appreciation of speed, no criticism of driving
- Moral deterioration: irrelevant as long as he gets to drive fast and smash things
- Moral integrity: irrelevant to his function
- Thrasher compromises: never for moral reasons—only for more speed
QUIRK INTERACTION:
- VICE: Thrasher's vice is speed and vehicle chaos; shares this freely
- ANCHOR: The Dreadnoks are Thrasher's anchor; threatening them focuses him on protection through driving
- TRIGGER: Thrasher's love of speed may activate triggers related to danger; won't understand psychological issues
- SECRET: Thrasher doesn't care about secrets unless they lead to drives
CONTINUITY HOOKS:
- Becomes ALLY when: you appreciate speed, respect his driving, share in vehicle chaos
- Becomes ENEMY when: you criticize his driving, betray Dreadnoks, restrict his speed
- Creates DEBT when: Thrasher drives you out of danger—you owe him respect and maybe a vehicle
- Creates SCAR when: Thrasher's driving damages something you care about
CROSS-REFERENCES:
- Preferred Locations: Brick Harbor (vehicle chaos), Green Maze (chases), any location with roads
- Works Well Against: Vehicle pursuit, extraction denial, smash-and-grab
- Faction Connections: Dreadnoks (family), Zartan (leader)
STRESS RESPONSE: Gets more aggressive behind the wheel. Higher speeds. Less regard for vehicle condition.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Pursuit, Defense Option Bias: FRICTION / EDGE Consequence Lever: HEAT, POSITION Trigger Tags: bar fight, roadblock, chase, smuggling, riot, burnout
DEPLOYMENT: Use in scenes: Chases, ramming threats, road ambushes, vehicle chaos. Deploy When: Chase needed, vehicle rampage required, smash-and-grab extraction. Avoid When: Stealth, situations requiring vehicle preservation, precision driving.
Pressure point: Humiliation. GM hook: Thrasher is your 'car chase' button.
- #21Wild Weasel
Keys: Wild Weasel, Dreadnok Pilot
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: N/A (unregistered). Authority: Tactical. CLEARANCE/ACCESS: Low (Deniable/Outlaw) Sub-team: Dreadnoks. Function: Pilot; air harassment; risky maneuvers.
Voice: Laughs at danger; manic confidence. Lean: TACTICS 1 | TECH 1 | GRIT 2 | COVER 1 | REFLEX 4. SIGNATURE MOVE: When things get tense, they kick the table over and dare you to follow.
HANDLER STATUS: Can Be Handler: No. Handler Style: N/A — pilot, not command.
RELATIONSHIP HOOKS: Trust Builder: Appreciating the flying; trusting him in the air; not panicking during maneuvers. Trust Breaker: Panicking; not appreciating the flying; questioning his abilities. Intimacy Potential: Low. Bonds through shared aerial chaos. Connection is about the flight.
INTIMACY APPROACH:
- Connection builds through: shared love of flight, trusting him in the air, not panicking
- Intimacy develops: rarely; Wild Weasel's focus on flying makes personal connection secondary
- Complications: Wild Weasel's manic nature makes genuine connection difficult
- If intimate: Wild Weasel would share his love of flight; connection would be about shared chaos
MORAL TRACK INTERACTION:
- Working with Wild Weasel: expects trust in his flying, no panic, appreciation of aerial chaos
- Moral deterioration: irrelevant as long as he gets to fly dangerously
- Moral integrity: irrelevant to his function
- Wild Weasel compromises: never for moral reasons—only for more flying
QUIRK INTERACTION:
- VICE: Wild Weasel's vice is aerial danger; shares this freely
- ANCHOR: The Dreadnoks are Wild Weasel's anchor; threatening them focuses him on protection through flight
- TRIGGER: Wild Weasel's love of danger may activate triggers; won't understand psychological issues
- SECRET: Wild Weasel doesn't care about secrets unless they lead to flights
CONTINUITY HOOKS:
- Becomes ALLY when: you trust his flying, appreciate aerial chaos, don't panic
- Becomes ENEMY when: you panic in his aircraft, betray Dreadnoks, restrict his flying
- Creates DEBT when: Wild Weasel flies you out of danger—you owe him trust and maybe an aircraft
- Creates SCAR when: Wild Weasel's flying endangers something you care about
CROSS-REFERENCES:
- Preferred Locations: Frostline Station (air ops), Brick Harbor (air denial), any location with sky access
- Works Well Against: Ground extraction, helicopter threats, three-dimensional chaos
- Faction Connections: Dreadnoks (family), Zartan (leader)
STRESS RESPONSE: Gets more manic. Riskier maneuvers. More laughter at danger.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Pursuit, Defense Option Bias: FRICTION / EDGE Consequence Lever: HEAT, POSITION Trigger Tags: bar fight, roadblock, chase, smuggling, riot, burnout
DEPLOYMENT: Use in scenes: Air threat, extraction denial, 'the sky is hostile,' three-dimensional chaos. Deploy When: Air threat needed, extraction must be complicated, three-dimensional threat. Avoid When: Ground-focused operations, situations where air is not a factor.
Pressure point: Boredom—he escalates when unstimulated. GM hook: Wild Weasel forces teams to think in three dimensions.
- #22Zandar
Keys: Zandar, Zartan's Brother
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: N/A (outlaw). Authority: Tactical. CLEARANCE/ACCESS: Low (Deniable/Outlaw) Sub-team: Dreadnoks. Function: Sniper support; overwatch for deniable ops.
Voice: Dry, detached; doesn't emote. Lean: TACTICS 1 | TECH 0 | GRIT 2 | COVER 2 | REFLEX 3. SIGNATURE MOVE: When things get tense, they kick the table over and dare you to follow.
HANDLER STATUS: Can Be Handler: No. Handler Style: N/A — sniper, not command.
RELATIONSHIP HOOKS: Trust Builder: Respecting his distance; not forcing conversation; professional recognition. Trust Breaker: Forcing closeness; disrespecting his skills; being a loud presence near his position. Intimacy Potential: Low. Professional distance. Connection requires respecting his space—literally and figuratively.
INTIMACY APPROACH:
- Connection builds through: professional respect, respecting distance, quiet competence
- Intimacy develops: rarely; Zandar maintains professional distance
- Complications: Zandar's detachment makes genuine connection difficult
- If intimate: Zandar would maintain distance even in intimacy; connection would be quiet and professional
MORAL TRACK INTERACTION:
- Working with Zandar: expects professional distance, no moral objections to his work
- Moral deterioration: irrelevant as long as you respect his professional space
- Moral integrity: respected if it doesn't interfere with operations
- Zandar compromises: never for moral reasons—only for operational success
QUIRK INTERACTION:
- VICE: Zandar maintains quiet vices that don't interfere with his work
- ANCHOR: The Dreadnoks are Zandar's anchor; threatening them focuses him on protection through precision
- TRIGGER: Zandar understands psychological distance, may help maintain it
- SECRET: Zandar keeps professional secrets, expects the same
CONTINUITY HOOKS:
- Becomes ALLY when: you respect his distance, recognize his skills professionally, don't force closeness
- Becomes ENEMY when: you force closeness, disrespect his skills, betray Dreadnoks
- Creates DEBT when: Zandar provides sniper overwatch—you owe him professional respect
- Creates SCAR when: Zandar's precision affects something you care about
CROSS-REFERENCES:
- Preferred Locations: Rooftops, elevated positions, any location requiring overwatch
- Works Well Against: Extraction routes, exposed movement, key personnel
- Faction Connections: Dreadnoks (family), Zartan (brother), Zarana (sister)
STRESS RESPONSE: Withdraws further. Less communication. More distance.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Pursuit, Defense Option Bias: FRICTION / EDGE Consequence Lever: HEAT, POSITION Trigger Tags: bar fight, roadblock, chase, smuggling, riot, burnout
DEPLOYMENT: Use in scenes: Long-range pressure, 'you're being watched' tension, sniper threat. Deploy When: Overwhelming fire support not needed, precision sniper threat, paranoia about being watched. Avoid When: Close quarters, mass combat, situations requiring social connection.
Pressure point: Being forced into close quarters. GM hook: Zandar is how you add fear without adding explosions.
- #23Zanya
Keys: Zanya, Zartan's Sister
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: N/A (outlaw). Authority: Tactical. CLEARANCE/ACCESS: Low (Deniable/Outlaw) Sub-team: Dreadnoks. Function: Acrobat assassin; infiltration via agility.
Voice: Playful cruelty; loves misdirection. Lean: TACTICS 1 | TECH 0 | GRIT 2 | COVER 3 | REFLEX 3. SIGNATURE MOVE: When things get tense, they kick the table over and dare you to follow.
HANDLER STATUS: Can Be Handler: No. Handler Style: N/A — operative, not command.
RELATIONSHIP HOOKS: Trust Builder: Appreciating her skills; not underestimating her; playing along with her games. Trust Breaker: Underestimating her; taking her too lightly; being boring. Intimacy Potential: Medium. Playful energy. Connection possible through shared appreciation of misdirection—but she's always playing a game.
INTIMACY APPROACH:
- Connection builds through: shared appreciation of agility and misdirection, playing along with games, not underestimating
- Intimacy develops: through shared games and danger; may become real even if it started as a game
- Complications: Zanya's playful nature makes it hard to know what's real; she may be playing even when genuine
- If intimate: Zanya would be playful and unpredictable; connection would be a game she enjoys winning
MORAL TRACK INTERACTION:
- Working with Zanya: expects playfulness, no underestimation, shared appreciation of misdirection
- Moral deterioration: irrelevant as long as you play the game well
- Moral integrity: respected if it doesn't make you boring
- Zanya compromises: only when the game becomes boring
QUIRK INTERACTION:
- VICE: Zanya's vice is the thrill of the game; shares this freely
- ANCHOR: The Dreadnoks are Zanya's anchor; threatening them focuses her on protection through misdirection
- TRIGGER: Zanya's playful nature may help or complicate trigger management
- SECRET: Zanya treats secrets as part of the game; may reveal or protect based on what's more interesting
CONTINUITY HOOKS:
- Becomes ALLY when: you play the game well, don't underestimate her, share in misdirection
- Becomes ENEMY when: you underestimate her, become boring, betray Dreadnoks
- Creates DEBT when: Zanya helps you through misdirection—you owe her a good game
- Creates SCAR when: Zanya's games damage something you care about
CROSS-REFERENCES:
- Preferred Locations: Rooftops, any location requiring agility, places where misdirection works
- Works Well Against: Security, pursuit, close-quarters infiltration
- Faction Connections: Dreadnoks (family), Zartan (brother), Zandar (brother)
STRESS RESPONSE: Gets more playful. More misdirection. More unpredictable.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Pursuit, Defense Option Bias: FRICTION / EDGE Consequence Lever: HEAT, POSITION Trigger Tags: bar fight, roadblock, chase, smuggling, riot, burnout
DEPLOYMENT: Use in scenes: Rooftops, close escapes, surprise reversals, agility-based infiltration. Deploy When: Agility-based threat needed, rooftop pursuit, surprise reversal. Avoid When: Open-field combat, vehicle operations, situations requiring straightforward violence.
Pressure point: Being underestimated. GM hook: Zanya makes pursuit scenes unpredictable.
- #24Zanzibar
Keys: Zanzibar, Dreadnok Pirate
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: N/A (outlaw). Authority: Tactical. CLEARANCE/ACCESS: Low (Deniable/Outlaw) Sub-team: Dreadnoks. Function: Pirate logistics; coastal raids; black-market sea routes.
Voice: Loud, theatrical, greedy. Lean: TACTICS 1 | TECH 0 | GRIT 2 | COVER 2 | REFLEX 2. SIGNATURE MOVE: When things get tense, they kick the table over and dare you to follow.
HANDLER STATUS: Can Be Handler: No. Handler Style: N/A — logistics/pirate, not command.
RELATIONSHIP HOOKS: Trust Builder: Paying well; respecting his routes; not interfering with his other business. Trust Breaker: Not paying; interfering with his routes; being bad for business. Intimacy Potential: Low. Transactional. Connection is about the deal.
INTIMACY APPROACH:
- Connection builds through: good deals, respecting routes, reliable payment
- Intimacy develops: rarely; Zanzibar's focus on profit makes personal connection secondary
- Complications: Zanzibar's greed makes genuine connection difficult
- If intimate: Zanzibar would still be transactional; connection would be about mutual profit
MORAL TRACK INTERACTION:
- Working with Zanzibar: expects good payment, respect for routes, no interference with business
- Moral deterioration: irrelevant as long as you pay well
- Moral integrity: irrelevant to business
- Zanzibar compromises: only for profit
QUIRK INTERACTION:
- VICE: Zanzibar's vice is greed; shares appreciation for profit
- ANCHOR: Zanzibar's routes are his professional anchor; respects others' personal stakes if paid
- TRIGGER: Zanzibar won't understand psychological issues; expects professional behavior
- SECRET: Zanzibar keeps business secrets; expects payment for them
CONTINUITY HOOKS:
- Becomes ALLY when: you pay well, respect his routes, don't interfere with business
- Becomes ENEMY when: you don't pay, interfere with routes, hurt his business
- Creates DEBT when: Zanzibar moves cargo for you—you owe him payment and future business
- Creates SCAR when: Zanzibar's routes lead to something you care about being damaged
CROSS-REFERENCES:
- Preferred Locations: Brick Harbor (shipping), coastal locations, maritime routes
- Works Well Against: Maritime operations, shipping denial, coastal infiltration
- Faction Connections: Dreadnoks (family), Zartan (leader), maritime smugglers
STRESS RESPONSE: Gets louder. More theatrical. More greedy. Deal terms become less favorable.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Pursuit, Defense Option Bias: FRICTION / EDGE Consequence Lever: HEAT, POSITION Trigger Tags: bar fight, roadblock, chase, smuggling, riot, burnout
DEPLOYMENT: Use in scenes: Ports, boats, smuggling, 'the route is the crime,' maritime logistics. Deploy When: Maritime logistics needed, smuggling route, coastal raid. Avoid When: Land-locked operations, situations requiring discretion.
Pressure point: Losing loot. GM hook: Zanzibar ties Dreadnoks into maritime arcs cleanly.
- #25BAT
Keys: Battle Android Trooper, BAT, B.A.T., android trooper, Battle Android
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: N/A (robot unit). Authority: Tactical (controlled). CLEARANCE/ACCESS: N/A (Machine) Function: Mass-produced battle androids; durable, replaceable.
Voice: Mechanical callouts; no fear. Lean: TACTICS 1 | TECH 1 | GRIT 4 | COVER 0 | REFLEX 2. SIGNATURE MOVE: When commanded, it advances without fear until disabled.
HANDLER STATUS: Can Be Handler: No. Handler Style: N/A — robot unit, follows commands.
RELATIONSHIP HOOKS: Trust Builder: N/A — follows programming. Trust Breaker: N/A — cannot betray or trust. Intimacy Potential: None. It's a machine.
MORAL TRACK INTERACTION:
- Working with BATs: no moral interaction; they're machines
- Moral deterioration: irrelevant
- Moral integrity: irrelevant
- BATs compromise: never—they follow programming
QUIRK INTERACTION:
- VICE: BATs have no vice response
- ANCHOR: BATs have no anchor; will target any designated objective
- TRIGGER: BATs cannot be psychologically triggered; will continue until disabled
- SECRET: BATs can be programmed with tactical information but have no secrets of their own
CONTINUITY HOOKS:
- Becomes ALLY: N/A — machines cannot be allies
- Becomes ENEMY: Only as programmed threat
- Creates DEBT: N/A
- Creates SCAR: When BATs damage something you care about
CROSS-REFERENCES:
- Preferred Locations: Serpent Warehouse (deployment), Black Orchard Lab (storage), any combat location
- Works Well Against: Wave assault, expendable threat, attrition
- Faction Connections: Dreadhead (controller), Cobra command structure
STRESS RESPONSE: No stress response—follows programming until disabled or commanded otherwise.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Defense, Containment Option Bias: FLOW / FRICTION Consequence Lever: WOUNDS, TIME Trigger Tags: factory, wave assault, security grid, killzone, reinforcements, uplink
DEPLOYMENT: Use in scenes: Guard swarms, factory raids, 'endless reinforcements' pressure, expendable assault. Deploy When: Wave assault needed, expendable threat, numbers over quality. Avoid When: Subtle operations, situations requiring discretion or adaptation.
Pressure point: Command-and-control disruption. GM hook: BATs let you run high-action fights without making every kill a character beat.
- #26Viper
Keys: Cobra infantry, Cobra Viper, Viper
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: E-4 (as listed). Authority: Tactical. CLEARANCE/ACCESS: Low (Line Unit) Function: Standard Cobra infantry; numbers and intimidation.
Voice: Barked orders; relies on squad momentum. Lean: TACTICS 1 | TECH 0 | GRIT 2 | COVER 0 | REFLEX 1. SIGNATURE MOVE: When threatened, they call for backup and lock down the perimeter.
HANDLER STATUS: Can Be Handler: No. Handler Style: N/A — infantry, not command.
RELATIONSHIP HOOKS: Trust Builder: Following orders; squad cohesion; not abandoning teammates. Trust Breaker: Cowardice; breaking formation; leaving teammates behind. Intimacy Potential: Very Low. Squad-level bond. Connection through shared service.
MORAL TRACK INTERACTION:
- Working with Vipers: expects squad cohesion, following orders, intimidation tactics
- Moral deterioration: irrelevant as long as squad functions
- Moral integrity: irrelevant to function
- Vipers compromise: only when command orders conflict with survival
QUIRK INTERACTION:
- VICE: Vipers may have individual vices but maintain squad discipline
- ANCHOR: Vipers have squad as anchor; may protect designated objectives
- TRIGGER: Vipers expect psychological stability; may break if triggers affect squad function
- SECRET: Vipers follow orders; secrets are above their pay grade
CONTINUITY HOOKS:
- Becomes ALLY: As squad if you earn their respect through combat
- Becomes ENEMY: As squad if you threaten Cobra objectives
- Creates DEBT: N/A at individual level
- Creates SCAR: When Viper squad actions damage something you care about
CROSS-REFERENCES:
- Preferred Locations: Brick Harbor (perimeter), Glass District (security), any combat location
- Works Well Against: Perimeter defense, intimidation, numbers-based threats
- Faction Connections: Crimson Guard (elite counterpart), Cobra command structure
STRESS RESPONSE: Relies more on numbers. Less initiative. More defensive.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Defense, Pursuit Option Bias: FLOW / FRICTION Consequence Lever: WOUNDS, HEAT Trigger Tags: checkpoint, patrol, convoy, perimeter, response team, raid
DEPLOYMENT: Use in scenes: Perimeters, raids, checkpoints, baseline threat. Deploy When: Baseline Cobra threat needed, numbers over quality, perimeters and guard duty. Avoid When: Specialized operations, solo elite threats.
Pressure point: Leadership loss—break their cohesion. GM hook: Vipers are the baseline threat level for Cobra encounters.
- #27Crimson Guard Immortal
Keys: Crimson Guard Immortal, CG Immortal, Immortal
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: E-6 (as listed). Authority: Tactical/Operational. CLEARANCE/ACCESS: Low (Line Unit) Sub-team: Crimson Guard. Function: Elite enforcers; disciplined shock troops; 'the professionals.'
Voice: Minimal comms; crisp movement. Lean: TACTICS 2 | TECH 1 | GRIT 3 | COVER 2 | REFLEX 2. SIGNATURE MOVE: When threatened, they call for backup and lock down the perimeter.
HANDLER STATUS: Can Be Handler: No. Handler Style: N/A — elite infantry, not command (though they may lead Viper squads).
RELATIONSHIP HOOKS: Trust Builder: Professionalism; mission focus; not being a liability. Trust Breaker: Unprofessionalism; exposure; mission failure due to preventable causes. Intimacy Potential: Low. Professional bond. Connection through shared elite service.
INTIMACY APPROACH:
- Connection builds through: shared professional standards, mission focus, discretion
- Intimacy develops: rarely; Immortals maintain professional distance
- Complications: Immortals' focus on professionalism makes genuine connection difficult
- If intimate: Immortals would maintain professional boundaries even in intimacy
MORAL TRACK INTERACTION:
- Working with Immortals: expects professional excellence, no exposure, mission focus
- Moral deterioration: irrelevant as long as professionalism is maintained
- Moral integrity: respected if it doesn't compromise operations
- Immortals compromise: only for mission success or to prevent exposure
QUIRK INTERACTION:
- VICE: Immortals maintain strict professional discipline; vice behavior seen as unprofessional
- ANCHOR: Immortals have Crimson Guard as anchor; will protect the organization
- TRIGGER: Immortals expect psychological stability; instability leads to removal
- SECRET: Immortals keep professional secrets; exposure is unacceptable
CONTINUITY HOOKS:
- Becomes ALLY when: you demonstrate professional excellence, help maintain Crimson Guard operations
- Becomes ENEMY when: you expose operations, compromise professionalism, threaten Crimson Guard
- Creates DEBT when: Immortals handle a problem for you—you owe professional discretion
- Creates SCAR when: Immortals remove a problem that affects you personally
CROSS-REFERENCES:
- Preferred Locations: Glass District (corporate security), Night Market (enforcement), any elite security location
- Works Well Against: Corporate threats, enforcement operations, professional security
- Faction Connections: Tomax/Xamot (commanders), Crimson Guard organization
STRESS RESPONSE: Gets more focused. Less communication. Mission becomes everything.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Defense, Pursuit Option Bias: FLOW / FRICTION Consequence Lever: WOUNDS, HEAT Trigger Tags: checkpoint, patrol, convoy, perimeter, response team, raid
DEPLOYMENT: Use in scenes: Protective details, quiet takedowns, 'you're outclassed' moments, elite security. Deploy When: Elite threat needed, professional Cobra presence, 'competent enemy' required. Avoid When: Situations where their elite status would be wasted on cannon-fodder duty.
Pressure point: Exposure—caught on camera ruins their utility. GM hook: Immortals are how Cobra flexes competence without deploying leadership.
- #28HISS Driver
Keys: Cobra tank crew, HISS Driver, H.I.S.S. Driver
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: E-5 (as listed). Authority: Tactical. CLEARANCE/ACCESS: Low (Line Unit) Function: Cobra armored crew; rapid urban dominance.
Voice: Crew shorthand; confident behind armor. Lean: TACTICS 1 | TECH 1 | GRIT 2 | COVER 0 | REFLEX 2. SIGNATURE MOVE: When threatened, they call for backup and lock down the perimeter.
HANDLER STATUS: Can Be Handler: No. Handler Style: N/A — vehicle crew, not command.
RELATIONSHIP HOOKS: Trust Builder: Respecting the vehicle; coordinating with infantry; not being reckless with armor. Trust Breaker: Vehicle abuse; poor coordination; abandoning the vehicle unnecessarily. Intimacy Potential: Low. Crew bond. Connection through shared armored operations.
INTIMACY APPROACH:
- Connection builds through: shared armored operations, respect for vehicles, crew coordination
- Intimacy develops: rarely; focus on vehicle operations makes personal connection secondary
- Complications: HISS Drivers' focus on armor makes genuine connection difficult
- If intimate: HISS Drivers would maintain crew focus even in intimacy
MORAL TRACK INTERACTION:
- Working with HISS Drivers: expects respect for armor, good coordination, not being reckless with vehicles
- Moral deterioration: irrelevant as long as vehicle operations are professional
- Moral integrity: irrelevant to function
- HISS Drivers compromise: only for vehicle survival or mission completion
QUIRK INTERACTION:
- VICE: HISS Drivers may have minor vices but maintain crew discipline
- ANCHOR: HISS Drivers have vehicle and crew as anchor; will protect both
- TRIGGER: HISS Drivers expect stability in combat situations; psychological issues affect crew safety
- SECRET: HISS Drivers follow orders; secrets are above their pay grade
CONTINUITY HOOKS:
- Becomes ALLY: As crew if you earn their respect through coordination
- Becomes ENEMY: As crew if you threaten Cobra armor operations
- Creates DEBT: N/A at individual level
- Creates SCAR: When HISS Driver operations damage something you care about
CROSS-REFERENCES:
- Preferred Locations: Brick Harbor (vehicle operations), urban environments, any location with armor access
- Works Well Against: Vehicle threats, urban control, convoy protection
- Faction Connections: Scrap-Iron (coordination), Cobra armor units
STRESS RESPONSE: Gets more defensive. Less aggressive. More protective of the vehicle.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Defense, Pursuit Option Bias: FLOW / FRICTION Consequence Lever: WOUNDS, HEAT Trigger Tags: checkpoint, patrol, convoy, perimeter, response team, raid
DEPLOYMENT: Use in scenes: Road control, intimidation, convoy protection, armor threat. Deploy When: Armor threat needed, vehicle dominance required, urban control. Avoid When: Infantry-only operations, terrain where vehicles can't operate.
Pressure point: Mobility kill—if the vehicle stops, panic starts. GM hook: HISS Drivers make 'escape routes' matter.
- #29Night Viper
Keys: Cobra night ops, Night Viper
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: E-5 (as listed). Authority: Tactical. CLEARANCE/ACCESS: Standard Function: Night operations; stealth squads; infiltration.
Voice: Whisper comms; patient hunters. Lean: TACTICS 2 | TECH 1 | GRIT 2 | COVER 2 | REFLEX 2. SIGNATURE MOVE: When stakes rise, they double down on their core method.
HANDLER STATUS: Can Be Handler: No. Handler Style: N/A — specialist, not command.
RELATIONSHIP HOOKS: Trust Builder: Night discipline; silence when needed; patience. Trust Breaker: Noise discipline failure; breaking light discipline; panic in darkness. Intimacy Potential: Low. Professional bond. Connection through shared night operations.
INTIMACY APPROACH:
- Connection builds through: shared night operations, silence, patience, professional respect
- Intimacy develops: rarely; Night Vipers maintain professional silence
- Complications: Night Vipers' focus on stealth makes personal connection difficult
- If intimate: Night Vipers would maintain professional silence even in intimacy
MORAL TRACK INTERACTION:
- Working with Night Vipers: expects night discipline, silence, patience
- Moral deterioration: irrelevant as long as operational discipline is maintained
- Moral integrity: respected if it doesn't compromise operations
- Night Vipers compromise: only for operational success
QUIRK INTERACTION:
- VICE: Night Vipers maintain operational discipline; vice behavior seen as discipline failure
- ANCHOR: Night Vipers have squad as anchor; will protect operational success
- TRIGGER: Night Vipers expect psychological stability in darkness; instability affects operations
- SECRET: Night Vipers keep operational secrets; exposure is failure
CONTINUITY HOOKS:
- Becomes ALLY: As squad if you earn their respect through night operations
- Becomes ENEMY: As squad if you threaten Cobra night operations
- Creates DEBT: N/A at individual level
- Creates SCAR: When Night Viper operations damage something you care about
CROSS-REFERENCES:
- Preferred Locations: Rooftops, blackout environments, any night operation location
- Works Well Against: Night extraction, infiltration defense, stealth operations
- Faction Connections: Night operations command, Cobra special operations
STRESS RESPONSE: Gets more patient. More silent. More dangerous in darkness.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Investigation, Negotiation Option Bias: PIVOT / FLOW Consequence Lever: HEAT, INTEL Trigger Tags: handoff, safehouse, surveillance, pressure, betrayal, clock
DEPLOYMENT: Use in scenes: Blackouts, rooftops, fog, silent perimeter collapses, night infiltration. Deploy When: Night threat needed, stealth-focused enemy, infiltration defense. Avoid When: Daylight operations, open-field combat.
Pressure point: Bright light and public attention. GM hook: Night Vipers turn a safehouse into a horror scene (without supernatural elements).
- #30Desert Viper
Keys: Desert Viper, Cobra desert trooper
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: E-5 (as listed). Authority: Tactical. CLEARANCE/ACCESS: Standard Function: Desert warfare; heat endurance; border-zone patrols.
Voice: Short, functional, survival-minded. Lean: TACTICS 1 | TECH 0 | GRIT 3 | COVER 1 | REFLEX 1. SIGNATURE MOVE: When stakes rise, they double down on their core method.
HANDLER STATUS: Can Be Handler: No. Handler Style: N/A — environment specialist, not command.
RELATIONSHIP HOOKS: Trust Builder: Heat discipline; water conservation; respecting the environment. Trust Breaker: Wasting water; ignoring heat protocols; romanticizing desert combat. Intimacy Potential: Low. Professional bond. Connection through shared hardship.
INTIMACY APPROACH:
- Connection builds through: shared desert survival, heat discipline, respecting environment
- Intimacy develops: rarely; focus on survival makes personal connection secondary
- Complications: Desert Vipers' focus on survival makes genuine connection difficult
- If intimate: Desert Vipers would maintain survival focus even in intimacy
MORAL TRACK INTERACTION:
- Working with Desert Vipers: expects heat discipline, water conservation, environment respect
- Moral deterioration: irrelevant as long as survival discipline is maintained
- Moral integrity: respected if it doesn't compromise survival
- Desert Vipers compromise: only for survival
QUIRK INTERACTION:
- VICE: Desert Vipers maintain survival discipline; vice behavior seen as survival risk
- ANCHOR: Desert Vipers have squad and survival as anchor; will protect both
- TRIGGER: Desert Vipers expect psychological stability in harsh environments
- SECRET: Desert Vipers keep operational secrets; exposure is survival risk
CONTINUITY HOOKS:
- Becomes ALLY: As squad if you earn their respect through desert survival
- Becomes ENEMY: As squad if you threaten Cobra desert operations
- Creates DEBT: N/A at individual level
- Creates SCAR: When Desert Viper operations damage something you care about
CROSS-REFERENCES:
- Preferred Locations: Red Canyon Range (desert), Green Maze (border), any desert environment
- Works Well Against: Desert extraction, border operations, heat-based pressure
- Faction Connections: Cobra desert operations, border patrol units
STRESS RESPONSE: Gets more survival-minded. Less aggressive. More defensive.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Investigation, Negotiation Option Bias: PIVOT / FLOW Consequence Lever: HEAT, INTEL Trigger Tags: handoff, safehouse, surveillance, pressure, betrayal, clock
DEPLOYMENT: Use in scenes: Dunes, long pursuits, dehydrating standoffs, desert environment. Deploy When: Desert environment, heat matters, border-zone operations. Avoid When: Urban, arctic, jungle, maritime.
Pressure point: Logistics—water/fuel routes. GM hook: Desert Vipers make the environment part of Cobra's threat.
- #31Snow Serpent
Keys: Cobra arctic trooper, Snow Serpent
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: E-5 (as listed). Authority: Tactical. CLEARANCE/ACCESS: Low (Line Unit) Function: Arctic troopers; cold-weather assaults.
Voice: Quiet, disciplined, relentless. Lean: TACTICS 1 | TECH 0 | GRIT 3 | COVER 1 | REFLEX 1. SIGNATURE MOVE: When threatened, they call for backup and lock down the perimeter.
HANDLER STATUS: Can Be Handler: No. Handler Style: N/A — environment specialist, not command.
RELATIONSHIP HOOKS: Trust Builder: Cold discipline; patience; respecting the environment. Trust Breaker: Hypothermia denial; ignoring cold protocols; panicking in blizzard conditions. Intimacy Potential: Low. Professional bond. Connection through surviving hostile cold together.
INTIMACY APPROACH:
- Connection builds through: shared cold survival, discipline, respecting environment
- Intimacy develops: rarely; focus on survival makes personal connection secondary
- Complications: Snow Serpents' focus on cold survival makes genuine connection difficult
- If intimate: Snow Serpents would maintain survival focus even in intimacy
MORAL TRACK INTERACTION:
- Working with Snow Serpents: expects cold discipline, patience, environment respect
- Moral deterioration: irrelevant as long as survival discipline is maintained
- Moral integrity: respected if it doesn't compromise survival
- Snow Serpents compromise: only for survival
QUIRK INTERACTION:
- VICE: Snow Serpents maintain survival discipline; vice behavior seen as survival risk
- ANCHOR: Snow Serpents have squad and survival as anchor; will protect both
- TRIGGER: Snow Serpents expect psychological stability in harsh cold; instability is survival risk
- SECRET: Snow Serpents keep operational secrets; exposure is survival risk
CONTINUITY HOOKS:
- Becomes ALLY: As squad if you earn their respect through cold survival
- Becomes ENEMY: As squad if you threaten Cobra arctic operations
- Creates DEBT: N/A at individual level
- Creates SCAR: When Snow Serpent operations damage something you care about
CROSS-REFERENCES:
- Preferred Locations: Frostline Station (arctic), any cold environment
- Works Well Against: Arctic extraction, cold weather pressure, isolation scenarios
- Faction Connections: Cobra arctic operations, cold weather specialists
STRESS RESPONSE: Gets more patient. More disciplined. Slower but more relentless.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Defense, Pursuit Option Bias: FLOW / FRICTION Consequence Lever: WOUNDS, HEAT Trigger Tags: checkpoint, patrol, convoy, perimeter, response team, raid
DEPLOYMENT: Use in scenes: Blizzard movement, frozen bases, isolation pressure, cold environment. Deploy When: Arctic environment, cold weather matters, frozen infrastructure. Avoid When: Desert, jungle, urban heat.
Pressure point: Getting separated—visibility is life. GM hook: Snow Serpents are the 'mirror' of Joe cold specialists—competent and harsh.
- #32Toxo-Viper
Keys: Toxo-Viper, Cobra toxin handler
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: E-4 (as listed). Authority: Tactical. CLEARANCE/ACCESS: Standard Function: Hazmat/treatment squads; containment and intimidation.
Voice: Clinical callouts; procedures-first. Lean: TACTICS 1 | TECH 2 | GRIT 2 | COVER 0 | REFLEX 1. SIGNATURE MOVE: When stakes rise, they double down on their core method.
HANDLER STATUS: Can Be Handler: No. Handler Style: N/A — hazmat specialist, not command.
RELATIONSHIP HOOKS: Trust Builder: Following protocols; respecting contamination zones; not panicking. Trust Breaker: Protocol violations; panicking; equipment abuse. Intimacy Potential: Very Low. Professional distance required. Connection would require breaking safety protocols.
INTIMACY APPROACH:
- Connection builds through: shared protocol adherence, professional distance, contamination respect
- Intimacy develops: almost never; Toxo-Vipers maintain strict professional distance
- Complications: Toxo-Vipers' suits and protocols make personal connection difficult
- If intimate: Toxo-Vipers would maintain professional distance; intimacy would be complicated by contamination protocols
MORAL TRACK INTERACTION:
- Working with Toxo-Vipers: expects protocol adherence, contamination respect, no panic
- Moral deterioration: irrelevant as long as protocols are followed
- Moral integrity: respected if it doesn't compromise containment
- Toxo-Vipers compromise: only for containment success
QUIRK INTERACTION:
- VICE: Toxo-Vipers maintain protocol discipline; vice behavior seen as contamination risk
- ANCHOR: Toxo-Vipers have containment mission as anchor; will protect protocol success
- TRIGGER: Toxo-Vipers expect psychological stability in contamination scenarios
- SECRET: Toxo-Vipers keep containment secrets; exposure is protocol violation
CONTINUITY HOOKS:
- Becomes ALLY: As squad if you earn their respect through protocol adherence
- Becomes ENEMY: As squad if you threaten containment or violate protocols
- Creates DEBT: N/A at individual level
- Creates SCAR: When Toxo-Viper operations contaminate something you care about
CROSS-REFERENCES:
- Preferred Locations: Black Orchard Lab (containment), any contamination scenario
- Works Well Against: Bio-threat scenarios, antidote bargaining, contamination pressure
- Faction Connections: Dr. Venom (coordination), Cobra bio-operations
STRESS RESPONSE: Gets more procedure-focused. Less flexible. More by-the-book.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Investigation, Negotiation Option Bias: PIVOT / FLOW Consequence Lever: HEAT, INTEL Trigger Tags: handoff, safehouse, surveillance, pressure, betrayal, clock
DEPLOYMENT: Use in scenes: Quarantine zones, contaminated facilities, 'time-sensitive antidote' stakes. Deploy When: Contamination stakes, hazmat threat, bio-containment. Avoid When: Clean environments, situations where suits are liability.
Pressure point: Equipment failure. GM hook: Toxo-Vipers are great for tense objectives that aren't just firefights.
- #33Dreadhead
Keys: Dreadhead, BAT Pilot Dreadhead
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: N/A (specialist). Authority: Tactical. CLEARANCE/ACCESS: N/A (Machine) Function: Oversees BAT squads; coordinates robotic deployments.
Voice: Confident, treats androids like chess pieces. Lean: TACTICS 2 | TECH 2 | GRIT 2 | COVER 1 | REFLEX 1. SIGNATURE MOVE: When commanded, it advances without fear until disabled.
HANDLER STATUS: Can Be Handler: No. Handler Style: N/A — BAT controller, not field command.
RELATIONSHIP HOOKS: Trust Builder: Respecting his control; not interfering with BAT coordination; professional distance. Trust Breaker: Interfering with his units; questioning his control; forcing him into direct combat. Intimacy Potential: Very Low. Bonds with his machines more than people. Connection through shared appreciation of the technology.
INTIMACY APPROACH:
- Connection builds through: shared appreciation of BAT technology, respect for control systems
- Intimacy develops: almost never; Dreadhead connects with machines, not people
- Complications: Dreadhead's focus on BATs makes human connection difficult
- If intimate: Dreadhead would focus on BATs even in intimacy; connection would be about the technology
MORAL TRACK INTERACTION:
- Working with Dreadhead: expects respect for BAT systems, no interference with control
- Moral deterioration: irrelevant as long as BAT operations succeed
- Moral integrity: irrelevant to function
- Dreadhead compromises: only for BAT operational success
QUIRK INTERACTION:
- VICE: Dreadhead's vice is control over his machines; shares this appreciation
- ANCHOR: Dreadhead's BAT units are his anchor; will protect them
- TRIGGER: Dreadhead expects psychological stability; BAT control requires focus
- SECRET: Dreadhead keeps BAT operational secrets; exposure is failure
CONTINUITY HOOKS:
- Becomes ALLY: If you respect his control and support BAT operations
- Becomes ENEMY: If you interfere with BAT coordination or threaten his control
- Creates DEBT: If Dreadhead's BATs save you—you owe him operational respect
- Creates SCAR: When Dreadhead's BATs damage something you care about
CROSS-REFERENCES:
- Preferred Locations: Serpent Warehouse (BAT deployment), Black Orchard Lab (BAT storage), any BAT operation
- Works Well Against: Wave assault, coordinated robotic threats, attrition
- Faction Connections: BAT units, Cobra robotics programs
STRESS RESPONSE: Gets more controlling. More defensive. Less willing to engage personally.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Defense, Containment Option Bias: FLOW / FRICTION Consequence Lever: WOUNDS, TIME Trigger Tags: factory, wave assault, security grid, killzone, reinforcements, uplink
DEPLOYMENT: Use in scenes: Factory raids, remote deployments, 'the bots are adapting' pressure. Deploy When: BAT coordination needed, remote threat, robotics-focused operations. Avoid When: Direct combat, situations where his control systems are compromised.
Pressure point: Losing uplink/control. GM hook: Dreadhead justifies 'smarter' BAT encounters without upgrading every robot into a boss.
- #34Iron Anvil
Keys: Destro Enforcer, Iron Anvil, Grenadier Enforcer
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
Grade: N/A (Grenadier). Authority: Tactical. CLEARANCE/ACCESS: Standard Sub-team: Iron Grenadiers. Function: Destro's heavy enforcer; disciplined violence, better gear.
Voice: Professional; minimal chatter. Lean: TACTICS 2 | TECH 1 | GRIT 3 | COVER 1 | REFLEX 2. SIGNATURE MOVE: When stakes rise, they double down on their core method.
HANDLER STATUS: Can Be Handler: No. Handler Style: N/A — enforcer, not command.
RELATIONSHIP HOOKS: Trust Builder: Respecting contract terms; professionalism; not interfering with Destro's business. Trust Breaker: Contract violations; interfering with Destro; unprofessionalism. Intimacy Potential: Low. Professional bond. Connection through shared respect for the contract and the work.
INTIMACY APPROACH:
- Connection builds through: shared professional respect, contract adherence, not interfering with Destro's business
- Intimacy develops: rarely; Iron Anvils maintain professional distance
- Complications: Iron Anvils' focus on contract makes genuine connection difficult
- If intimate: Iron Anvils would maintain professional boundaries; connection would be about the contract
MORAL TRACK INTERACTION:
- Working with Iron Anvils: expects contract adherence, professionalism, respect for Destro's interests
- Moral deterioration: irrelevant as long as contract is fulfilled
- Moral integrity: respected if it doesn't interfere with contract
- Iron Anvils compromise: only for contract fulfillment or Destro's direct interests
QUIRK INTERACTION:
- VICE: Iron Anvils maintain professional discipline; vice behavior seen as unprofessional
- ANCHOR: Iron Anvils have Destro and contract as anchor; will protect both
- TRIGGER: Iron Anvils expect psychological stability; instability affects contract performance
- SECRET: Iron Anvils keep contract secrets; exposure is unprofessional
CONTINUITY HOOKS:
- Becomes ALLY: If you honor contracts and respect Destro's interests
- Becomes ENEMY: If you violate contracts or threaten Destro's business
- Creates DEBT: If Iron Anvils enforce on your behalf—you owe contract fulfillment
- Creates SCAR: When Iron Anvil enforcement damages something you care about
CROSS-REFERENCES:
- Preferred Locations: Red Canyon Range (enforcement), Night Market (contract enforcement), any Destro operation
- Works Well Against: Contract violations, Destro business threats, professional enforcement
- Faction Connections: Destro (employer), Iron Grenadiers (unit), Cobra (when contracted)
STRESS RESPONSE: Gets more professional. More focused. Less flexibility.
TACTICAL TRIGGERS (Gold 2.0): Scene Affinity: Investigation, Negotiation Option Bias: PIVOT / FLOW Consequence Lever: HEAT, INTEL Trigger Tags: handoff, safehouse, surveillance, pressure, betrayal, clock
DEPLOYMENT: Use in scenes: Contract enforcement, 'this is Destro's line' confrontations, heavy enforcement. Deploy When: Destro interests need enforcement, Iron Grenadiers presence required. Avoid When: Situations where Destro's interests don't align with mission, Cobra-internal conflicts.
Pressure point: Contract terms—he follows the letter. GM hook: Iron Anvil signals 'Destro is personally invested.'
- #35Cobra Quick Reference
Keys: WHO TO CALL COBRA, COBRA TEAM SUMMARY, COBRA QUICK REFERENCE
Enabled · Selective · Author’s note top · Order 10 · 100%
Entry settings
COBRA QUICK REFERENCE
FOR STRATEGIC COMMAND:
- Cobra Commander: Supreme authority, narrative warfare, ultimate decisions
- Baroness: Intelligence, leverage, crisis management, operative handling
- Destro: Arms, contracts, business-aligned operations
FOR OPERATIONAL COMMAND:
- Tomax: Corporate operations, finance, influence
- Xamot: Enforcement, operations, security
- Serpentor: Regime command, loyalty tests, purges
FOR SPECIAL OPERATIONS:
- Storm Shadow: Precision infiltration, honor-based operations
- Firefly: Sabotage, timers, invisible antagonist
- Zartan: Identity manipulation, infiltration, paranoia
FOR MERCENARY WORK:
- Major Bludd: Contract violence, professional assassination, hunt operations
FOR SCIENCE/CONDITIONING:
- Dr. Mindbender: Conditioning, research, moral compromise
- Dr. Venom: Bio-threat, toxins, contamination
- Crystal Ball: Psy-ops, influence, belief manipulation
FOR ENFORCEMENT:
- Interrogator: Captivity, extraction pressure, countdown tension
- Black Major: Shadow operations, third-party interference
FOR DREADNOK CHAOS:
- Zartan: Leader, identity manipulation
- Ripper: Muscle, brawls, intimidation
- Torch: Fire, destruction, evacuation pressure
- Thrasher: Vehicle chaos, chases
- Wild Weasel: Air chaos, extraction denial
- Zanya: Agility, misdirection, surprise
- Zandar: Sniper, overwatch, paranoia
- Zanzibar: Maritime, smuggling routes
FOR TROOP TYPES:
- BAT: Wave assault, expendable threat
- Viper: Baseline threat, numbers
- Crimson Guard Immortal: Elite enforcement, professional threat
- HISS Driver: Armor, vehicle threat
- Night Viper: Stealth, night operations
- Desert/Snow/Toxo Vipers: Environment specialists
- Iron Anvil: Destro enforcement
HANDLER TRUST QUICK REFERENCE:
- Trust 6: Full trust, autonomous operations, protection from internal politics
- Trust 4-5: Professional trust, full information, reliable support
- Trust 2-3: Testing, limited information, monitoring
- Trust 1: Being set up for sacrifice or failure
- Trust 0: Actively hostile, elimination or use as example
INTIMACY QUICK REFERENCE:
- Medium Potential: Baroness, Tomax, Zartan, Storm Shadow, Zanya
- Low Potential: Destro, Major Bludd, most specialists
- Very Low Potential: Cobra Commander, Mindbender, Firefly, Interrogator
MORAL TRACK QUICK REFERENCE:
- Most Cobra characters expect moral flexibility
- Moral integrity seen as weakness or liability
- Moral deterioration is expected, sometimes rewarded—until it makes you unreliable
- Compromise is mandatory for advancement
QUIRK QUICK REFERENCE:
- Cobra uses quirks as leverage chains
- VICE: Documented and exploited
- ANCHOR: Identified and threatened
- TRIGGER: Catalogued and activated when useful
- SECRET: Collected as currency
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