After defining your character’s first relationship, add a second identity.
Choosing the identity
This additional identity can be much more selfish than the first identity chosen. While it could, it doesn’t have to either relate to the character’s obsession, or support the cabal’s objective.
Instead, it should reinforce the character concept or their backstory, defining what the character is to the exclusion of other things they could have been.
Relationships and newly laid connections to elements that have been introduced may also prompt an appropriate identity for your character.
The quickstart character concepts may be a helpful source of inspiration for identities.
Reverse engineering an identity
An alternative approach is to decide a feature or supernatural effect you want the character to have, and build or choose an identity around it. Some useful skills are only available by taking identities with specific features:
- Want to be able to heal people? Take an identity with Medical (for wounds) or Therapeutic (for shock meters).
- Want to be quicker to react? Take an identity with Provides Initiative.
- Want to be harder to take out? Take an identity with Provides Wound Threshold.
- Want to be good at using a gun? Take an identity with Provides Firearms Attacks.
Unnatural identities
Any character can bruise reality to create a magickal effect, even without a dedicated identity. It’s much harder, and you would rely on your Secrets ability, although this will improve as your Unnatural shock meter hardens.
Anything more sophisticated requires an appropriate identity. While Adepts are very good at casting spells, they are also obsessive about it. If you want to be good at (but not obsessed about) casting spells, take an identity with Use Gutter Magick or Casts Rituals. These also come as standard for Avatars.
All paranormal skills require dedicated supernatural identities.
Defining the identity
As before, for:
- mundane identities: describe some Of course I can examples and choose the substitute ability.
- supernatural identities: choose the mechanical effect and sketch out the usage conditions.
Other aspects, such as starting value and features, can be decided later, as can bespoke adept and avatar details.
Reference: UA3 Run p29 | p28 pdf.