The Untouchable

by Jason P.Prince (wanderer@wr.com.au)

Attributes: The Untouchable is the embodiment of incorruptible, relentless pursuit of organized criminals (which would include cabals up to no good). This archetype's world is a place of high ideals and an undying wish to protect society from those who try to create an underworld in defiance of the law.

Taboos: Untouchables never bow to threats or bribes, nor do they flaunt the law for their own ends. They never ask others to take risks they themselves are not, or would not take.

Symbols: Badge (police or private detective), gun, baton, radios or phone communication devices, unmarked cars.

Suspected Avatars in History: The "Untouchables" - like Elliot Ness, Italian magistrate Giovanni Falcone, J Edgar Hoover, various modern FBI operatives.

Channels:

1%-50%: The Avatar has an uncanny ability to spot organized criminal activity. If they make an avatar: Untouchable roll they may flip-flop any skill roll being used to investigate (notice, persuade etc) organized criminal activity.

51-70%: The Untouchable is harder to dissuade from pursuit of organized criminals. If the Avatar fails a stress check based on Violence, Helplessness or Isolation, it can be flip-flopped if the changed result is less than the Untouchable's avatar skill.

71-90%: At this level the Untouchable avatar becomes harder to stop through violence, They may substitute their Avatar Untouchable Skill for any skill check to avoid damage (in the immediate future - a few rounds). This includes the obvious things like avoiding being hit through dodging, but also is for notice rolls to detect a would be assassin or when checking to see if a car has been booby-trapped.

91%+: At this level the avatar becomes a force to be reckoned with. When interacting, combat or other tests, with organized criminals they can automatically flip-flop any checks.