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====== Backgrounds ====== | ====== Backgrounds ====== | ||
- | Characters in **// | + | Characters in **// |
Though Backgrounds inherently suggest some parts of your character' | Though Backgrounds inherently suggest some parts of your character' | ||
---- | ---- | ||
- | |||
- | {{ : | ||
===== Mystic Acolyte ===== | ===== Mystic Acolyte ===== | ||
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You have been part of one or more of the [[Mystic Sects]] in your life. Perhaps you are still a devout, or perhaps you've moved on and still kept connections in your life. Whatever your connection, you're still able to draw on your past. | You have been part of one or more of the [[Mystic Sects]] in your life. Perhaps you are still a devout, or perhaps you've moved on and still kept connections in your life. Whatever your connection, you're still able to draw on your past. | ||
- | ==== Mystic Contacts | + | ==== Mystic Contacts ==== |
+ | * //Downtime Ability// | ||
* During Downtime (or before a Mission) you may ask a question of the Mystic Sect you are connected to. | * During Downtime (or before a Mission) you may ask a question of the Mystic Sect you are connected to. | ||
* You will receive an answer, if they know, or a hint as to how you might go about finding out. | * You will receive an answer, if they know, or a hint as to how you might go about finding out. | ||
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==== Intervention ==== | ==== Intervention ==== | ||
- | * Once per Mission you may instantly generate 5 Energy | + | |
+ | | ||
+ | * Discuss with the GM what feat you would like to perform and they will determine what effect occurs. | ||
+ | * If you already have this feature from being Startouched, | ||
---- | ---- | ||
- | {{ : | + | ===== Officer ===== |
- | + | ||
- | ===== Federal | + | |
- | At some point, and perhaps still, you had rank within | + | At some point, and perhaps still, you had rank within |
- | ==== Pull Rank (Downtime) | + | ==== Pull Rank ==== |
- | * During Downtime (or before a Mission) you may ply a Federal | + | |
+ | | ||
* If you're sufficiently well regarded you'll receive an answer or a hint as to how you might go about finding out. | * If you're sufficiently well regarded you'll receive an answer or a hint as to how you might go about finding out. | ||
* If you are not, you will be given an idea as to who you might need to persuade. | * If you are not, you will be given an idea as to who you might need to persuade. | ||
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==== Summary Punishment ==== | ==== Summary Punishment ==== | ||
- | Once per Mission | + | * Once per encounter |
+ | * The target must have been physically capable of understanding and following the order in order to do this. | ||
---- | ---- | ||
- | |||
- | {{ :: | ||
===== Stowaway ===== | ===== Stowaway ===== | ||
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You're not // | You're not // | ||
- | ==== Vent Crawler | + | ==== Vent Crawler ==== |
+ | * //Downtime Ability// | ||
* You may choose to eavesdrop in on the Downtime briefing or question of another character who hasn't taken sufficient precautions against someone listening in. | * You may choose to eavesdrop in on the Downtime briefing or question of another character who hasn't taken sufficient precautions against someone listening in. | ||
* They will not know you have done so. | * They will not know you have done so. | ||
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==== Make Do and Mend ==== | ==== Make Do and Mend ==== | ||
- | * Once per Mission | + | * Once per Encounter |
---- | ---- | ||
- | |||
- | {{ :: | ||
===== Pilot ===== | ===== Pilot ===== | ||
- | You have been trained in how to pilot vehicles - specifically, | + | You have been trained in how to pilot vehicles - specifically, |
==== I'll Drive ==== | ==== I'll Drive ==== | ||
+ | * //Utility Ability// | ||
* You are capable of piloting or driving a functioning transport. | * You are capable of piloting or driving a functioning transport. | ||
* You can use this in uptime or downtime and means you don't need to find or employ a pilot for a vehicle you may have access to. | * You can use this in uptime or downtime and means you don't need to find or employ a pilot for a vehicle you may have access to. | ||
+ | * Discuss with the GM when this would be relevant to provide an advantage to you and your party in the Mission. | ||
- | ==== Evasive Manoeuvres | + | ==== Talisman |
- | * Once per Encounter you may call [[Combat Rules# | + | * //Utility Ability// |
+ | * You have a small intricate object which you can use to determine the level of Decay influence on an area. | ||
+ | * e.g. pocket watch, metronome, electronic scale | ||
+ | * Inform the GM of this, and when you check it - you can use this to be prewarned of entering Decaying areas or Decay-heavy encounters. | ||
---- | ---- | ||
- | {{ :: | ||
- | ===== Scientist | + | ===== Researcher |
- | You are skilled in research and plumbing the depths of reality to make sense of it. Perhaps you were employed by a corporation to come up with new improved mechanisms, perhaps you were funded by a planetary governor as a biologist | + | You are skilled in research and plumbing the depths of reality to make sense of it. Perhaps you were employed by a corporation |
- | ==== Laboratory Analysis | + | ==== Laboratory Analysis ==== |
+ | * //Downtime Ability// | ||
* During downtime you may procure a laboratory to perform analysis on a sample given to you to answer a question about it. | * During downtime you may procure a laboratory to perform analysis on a sample given to you to answer a question about it. | ||
* If what you are trying to find out is knowable scientifically, | * If what you are trying to find out is knowable scientifically, | ||
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==== Field Analysis ==== | ==== Field Analysis ==== | ||
- | * Once per Mission you may ask the Ref three questions about the capabilities of a creature you are able to study. | + | |
+ | | ||
* This could be used to glean combat capabilities from afar, or aid investigation into how a creature acted. | * This could be used to glean combat capabilities from afar, or aid investigation into how a creature acted. | ||
---- | ---- | ||
- | |||
- | |||
- | {{ :: | ||
===== Cybernetics ===== | ===== Cybernetics ===== | ||
- | At some point you gained implants that bestow a minor superhuman ability on you. These don't make you a Synth or a Various (far from it) but give you a small advantage over the unaltered. | + | At some point you gained implants that bestow a minor superhuman ability on you. These don't make you a Various (far from it) but give you a small advantage over the unaltered. |
With all technology, interaction with the Decay is risky, and those with Cybernetic implants will find these impaired by Decay itself. | With all technology, interaction with the Decay is risky, and those with Cybernetic implants will find these impaired by Decay itself. | ||
- | Discuss with the GMs an enhancement you wish to have installed. | + | Discuss with the Refs an enhancement you wish to have installed. |
//(OC Note: players with this Background are reminded to conduct themselves with particular sensitivity with regards to real world disabilities and prosthetics)// | //(OC Note: players with this Background are reminded to conduct themselves with particular sensitivity with regards to real world disabilities and prosthetics)// | ||
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Example enhancements: | Example enhancements: | ||
* Cybernetic Knee Replacements - call PING to STRIKEDOWN. | * Cybernetic Knee Replacements - call PING to STRIKEDOWN. | ||
- | * Cybernetic Wrist Braces - call PING to CRUNCH | + | * Cybernetic Wrist Braces - call PING to BREAK by melee on your lower arms. |
* Cybernetic Infrared Vision - call SCAN: CREATURES. | * Cybernetic Infrared Vision - call SCAN: CREATURES. | ||
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Example enhancements: | Example enhancements: | ||
- | * Cybernetic Knee Replacements - you launch into the air! Call VWORP as you fly through the air, reposition, and crash land calling MASS STRIKEDOWN. | + | * Cybernetic Knee Replacements - you launch into the air! Call WARP as you fly through the air, reposition, and crash land calling MASS STRIKEDOWN. |
* Cybernetic Wrist Braces - for the next 30s take any call that hits your lower arms as if it had hit your weapon. | * Cybernetic Wrist Braces - for the next 30s take any call that hits your lower arms as if it had hit your weapon. | ||
- | * Cybernetic Infrared Vision - gain 1 Energy | + | * Cybernetic Infrared Vision - gain 1 HP per response when you call SCAN: CREATURES. |
---- | ---- | ||
- | {{ :: | + | ===== Starsighted ===== |
- | ===== Startouched | + | " |
- | " | + | (N.B. While it is possible |
- | ==== Hearing Things | + | ==== Hearing Things ==== |
+ | * //Downtime Ability// | ||
* During Downtime (or before a Mission) you may hear things relevant to understanding the world around you. | * During Downtime (or before a Mission) you may hear things relevant to understanding the world around you. | ||
* You cannot pick or choose what you're hearing about, but should be provided with something relevant to the aftermath of the Mission you have undertaken or may become relevant during the Mission you are about to undertake. | * You cannot pick or choose what you're hearing about, but should be provided with something relevant to the aftermath of the Mission you have undertaken or may become relevant during the Mission you are about to undertake. | ||
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==== Impossible Knowledge ==== | ==== Impossible Knowledge ==== | ||
- | * Once per Mission you may call TIME FREEZE | + | |
- | * This may be, for instance, packing an item you would have otherwise left behind that you need right now, or perhaps if you're setting an ambush you knew to leave a trap **just** where an enemy is now walking. | + | * Sometimes you receive impossible visions of the future which aid you. |
- | * In the middle of a combat encounter, this explanation should take at most 30s and result in at most a combat call being made or resisted so as to not overly interrupt the flow of an encounter. | + | |
- | * Outside of combat this may be more elaborate at Ref discretion. | + | * This may be, for instance, packing an item you would have otherwise left behind that you need right now, or perhaps if you're setting an ambush you knew to leave a trap **just** where an enemy is about to walk. |
---- | ---- | ||
- | |||
- | {{ :: | ||
===== Spectre ===== | ===== Spectre ===== | ||
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* You are expected to be working toward this goal though it is understood that it may take several missions in order to be performed, and to be performed according to the Elegy' | * You are expected to be working toward this goal though it is understood that it may take several missions in order to be performed, and to be performed according to the Elegy' | ||
* You will always have a Contract as a Spectre and should ask for one if you don't. | * You will always have a Contract as a Spectre and should ask for one if you don't. | ||
- | * Each completed Contract will grant you a boon to be discussed with the GMs. | + | * Each completed Contract will grant you a boon to be discussed with the Refs. |
* //Warning: If you abandon your commitment to the Elegy, there will be consequences which may include having a Contract out on your own head.// | * //Warning: If you abandon your commitment to the Elegy, there will be consequences which may include having a Contract out on your own head.// | ||
- | ==== Elegy Resources | + | ==== Elegy Resources ==== |
+ | * //Downtime Ability// | ||
* During Downtime (or before a Mission) you may request specialist equipment from the Elegy to aid in your Contract. | * During Downtime (or before a Mission) you may request specialist equipment from the Elegy to aid in your Contract. | ||
* This could be a higher power weapon of some description, | * This could be a higher power weapon of some description, | ||
---- | ---- | ||
- | |||
- | {{ :: | ||
===== Dynast ===== | ===== Dynast ===== | ||
- | You are a high ranking member of the [[factions# | + | You are a high ranking member of the [[factions# |
//You may choose to play a low ranking Dynast without this background but will of course not reap any of the benefits.// | //You may choose to play a low ranking Dynast without this background but will of course not reap any of the benefits.// | ||
- | ==== Grapevine | + | ==== Grapevine ==== |
+ | * //Downtime Ability// | ||
* During Downtime (or before a Mission), you may ask to hear what rumours are floating around higher echelons. | * During Downtime (or before a Mission), you may ask to hear what rumours are floating around higher echelons. | ||
- | * You may ask the Ref a specific question and get an understanding of what those in power feel about a situation, or an idea of why that information isn't being freely discussed. | + | * You may ask the GM a specific question and get an understanding of what those in power feel about a situation, or an idea of why that information isn't being freely discussed. |
==== Weight of Worlds ==== | ==== Weight of Worlds ==== | ||
+ | * //Utility Ability// | ||
* Once per Mission, or during Downtime, you may press your position and power in order to leverage NPCs into listening to you and following the course of action you propose. | * Once per Mission, or during Downtime, you may press your position and power in order to leverage NPCs into listening to you and following the course of action you propose. | ||
- | * This will be most effective on Federal | + | * This will be most effective on Altarian |
---- | ---- | ||
- | |||
- | {{ :: | ||
===== Explorer ===== | ===== Explorer ===== | ||
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* Pick a favoured terrain type (e.g. Forest, Cave, Swampland). | * Pick a favoured terrain type (e.g. Forest, Cave, Swampland). | ||
- | * When you are in your favoured terrain you gain an extra use of MISSED | + | * When you are in your favoured terrain you gain an extra use of MISS per cover. |
- | ==== Cartographer | + | ==== Cartographer ==== |
+ | * //Downtime Ability// | ||
* During Downtime you are able to provide detailed maps of areas you have visited during the Mission that can be handed over to various factions e.g. to aid future Missions. | * During Downtime you are able to provide detailed maps of areas you have visited during the Mission that can be handed over to various factions e.g. to aid future Missions. | ||
---- | ---- | ||
- | |||
- | {{ :: | ||
===== Pirate ===== | ===== Pirate ===== | ||
- | In any vast galaxy, there are always going to be those avoiding | + | In any vast galaxy, there are always going to be those avoiding |
- | ==== A Little Something For Me (Downtime) | + | ==== A Little Something For Me ==== |
+ | * //Downtime Ability// | ||
* During Downtime you are able to push for a little extra from your Mission. | * During Downtime you are able to push for a little extra from your Mission. | ||
* Perhaps you're able to get a little more of a reward, or perhaps you know where you might be able to sell that strange shell you picked up on the black market. | * Perhaps you're able to get a little more of a reward, or perhaps you know where you might be able to sell that strange shell you picked up on the black market. | ||
- | * Discuss with the Ref if you're not sure on ideas, but you should always be able to either get a little something for yourself, or get an idea of why you're being blocked from doing so. | + | * Discuss with the GM if you're not sure on ideas, but you should always be able to either get a little something for yourself, or get an idea of why you're being blocked from doing so. |
==== Fighting Dirty ==== | ==== Fighting Dirty ==== | ||
- | * Once per Encounter you may call YOU: CRUNCH | + | * Once per Encounter you may call YOU: BREAK LEG at someone suffering from STRIKEDOWN. |
---- | ---- | ||
- | {{ :: | + | ===== Mechanic |
- | + | ||
- | ===== Non-Human | + | |
- | + | ||
- | The [[Altarian Federation]] spans multitudes of Star Systems and encompasses all sorts of lifeforms of infinite varieties: each having evolved to match the whole spectrum of environmental conditions. | + | |
- | + | ||
- | When you select this background, discuss with the GMs what sort of non-humanoid you are and the nature of your species. | + | |
- | + | ||
- | //OC: You may play a non-human character without this background, but your features will be only superficial rather than providing a mechanical benefit.// | + | |
- | + | ||
- | ==== Minor Advantage ==== | + | |
- | + | ||
- | * A Minor Advantage is a passive bonus of the features of your species. | + | |
- | + | ||
- | Example Minor Advantages: | + | |
- | * Retractable Claws - you may wield a dagger in either hand that cannot be disarmed from you. If your claw is subject to [[Combat Rules# | + | |
- | * Feline Hearing - you are capable of hearing further and more detailed. | + | |
- | * Cold Blood - your default death count is increased by 5s. This increase is also multiplied by being Stabilised. | + | |
- | + | ||
- | ==== Major Advantage ==== | + | |
- | + | ||
- | * A Major Advantage is a very powerful feature of your species that may be activated once ever and should be roughly the equivalent of an "extra life" | + | |
- | + | ||
- | Example Major Advantages: | + | |
- | * Sticky - you may reactively call [[Combat Rules# | + | |
- | * Thermal Vision - you may spend 1 Energy to call SCAN: ORGANICS. | + | |
- | * Binary Vascular System - you may suffer an additional Severe Injury before you die. | + | |
- | + | ||
- | ---- | + | |
- | + | ||
- | {{ :: | + | |
- | + | ||
- | ===== Various ===== | + | |
- | + | ||
- | Part machine, part organic, you are one of the respected (or feared) cadre of cyborgs known as the Various. | + | |
- | + | ||
- | ==== Various Abilities ==== | + | |
- | + | ||
- | * You may select Abilities from the Various Ability Tree. | + | |
- | + | ||
- | ==== Assimilation ==== | + | |
- | + | ||
- | * You **must** select the [[Energy Regimens# | + | |
- | + | ||
- | ---- | + | |
- | + | ||
- | {{ :: | + | |
- | + | ||
- | ===== Synthetic ===== | + | |
- | + | ||
- | //OC: This is the only background that //must// be taken at Character Creation if you wish to have it.// | + | |
- | + | ||
- | Synthetic lifeforms - otherwise known as Advanced Artificial Intelligences - are completely illegal and should never be created. | + | |
- | + | ||
- | With that out of the way, taking the Synthetic Background allows you access to Synthetic Abilities and is the only way to access that. | + | |
- | ==== Synthetic Abilities ==== | + | You don't care about getting down and dirty with the solid mechanical workings of the world around you. Try as the Decay might, the machines of the world are alive and ticking and you're here to make sure it stays that way. Perhaps you had an apprenticeship, |
- | * You may select Abilities from the Synthetic Ability Tree. | + | ==== Dabbler Tinkerer ==== |
- | ==== Synthetic Guise ==== | + | * //Once Per Mission Utility Ability// |
+ | * Once per Mission, out of combat, you may attempt Tinkering to improvise work on something. | ||
+ | * Inform the GM that you are attempting some Tinkering. | ||
+ | * They will present you with the [[Tinkering Deck]] to determine the success and power of your Tinkering in time for the next encounter. | ||
+ | * **If you already have access to Tinkering** this gives you another use of it per Mission. | ||
+ | ==== Take It Apart ==== | ||
- | * You are able to appear like a cybernetically enhanced humanoid | + | |
- | * You may choose | + | |
+ | * You can use this perhaps |