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New Aeonverse Game Idea: The Argonauts


Kazuo

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Originally Posted By: Bombshell
It's a cover identity, with backed up documentation. At higher levels, you even get a few points to spend on Influence or status in the faction your cover identity belongs to.
Interesting... where is it defined?
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Let's return to Page 3, shall we?

I don't think this will be hard to find...

Originally Posted By: Kazuo

Backgrounds:

Allies (found in all three)

Attunement (Aberrant, novas only)

Cipher (found in all three)

Clearance (Trinity PG, pg. 125)

Contacts (found in all three)

Dormancy (Aberrant, novas only)

Devices/Equipment (Trinity, pg. 188, Aberrant: The Directive, pg. 53-54)

Eufiber (Aberrant, novas only)

Followers (found in all three)

Gadget (Adventure!, pg. 146)

Identity (Trinity PG, pg. 125)

Influence (found in all three)

Menagerie (Adventure!, pg. 147)

Mentor (found in all three)

Nemesis (Adventure!, pg. 148)

Node (Aberrant, novas only)

Reputation (Adventure!, pg. 148)

Resources (found in all three - but use the Aberrant system)

Sanctum (Adventure!, pg. 149)

Status/Backing (found in all three)

Background Enhancements:

Artifact (Adventure!, pg.149-150)

Enigma (Adventure!, pg. 150)

In Charge (Adventure!, pg.150)

Kingpin (Adventure!, pg. 150)

Legions (Adventure!, pg. 150)

Renown (Adventure!, pg.150-151)

Sanctum Sanctorum (Adventure!, pg.151)

Wealth Beyond Avarice (Adventure!, pg.151)

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Just a quick note, I've added XP-costs for purchasing dots of temporary Psi and Inspiration to my Character Creation and Unified Experience lists. These are both my own House Ruled additions, and I'd forgotten them amidst all the other stuff.

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Here's a list of Heroic Knacks, taken from EON that I think could be useful and submit for approval...

Please note that I edited the last one to reflect the fusion of Brawl and Martial Arts into one Brawl skill

Heroic Knack - Relentless

"Unh...Hey...Where do you......think you're going...Unh...This fight isn't over...yet."

Maybe you've got the tenacity of a bulldog, or maybe you've got the constitution of a prizefighter or a psychopath. Either way, it's very hard to put you down for the count.

System: you gain 2 bashing soak and 1 lethal soak. In addition, you never have to roll to see whether you are stunned in combat. For the cost of 1 inspiration you may also ignore wound penalties all the way down to incapacitated for the rest of the scene. However you may only initiate this expenditure after you have been damaged. This goes equally well for combat as it does for fending off frostbite.

Prerequisite: The character must have a Willpower of 6 or better.

Heroic Knack - What's at Hand

"Lookout! He’s got a pushbroom!"

When you really think about it, the world is full of potential weapons. Chairs, tables, farm tools, fire hoses, typewriters, dinnerware- the list goes on and on. While nearly all adventurers wind up using improvised weapons of a sort at some point or another, daredevils with this knack are even more adept at kicking ass with an unusual object in their hands.

System: Once per scene, the player may declare one ‘prop’ in the scene as a weapon. The player may add their intuitive facet to all of their attack rolls when using this ‘weapon’ against his or her opponents. However, the player may not carry the same weapon from scene to scene- no fair carrying ladders around! As with any knack, the ST should use discretion with this knack- furthermore, they also should encourage creative uses of the knack aside from “I whack the guy with the shovel”. This knack can also be taken separately for thrown objects.

Prerequisite: The daredevil must have a combined Wits + Melee of 5 or better in order to take this knack.

Heroic Knack - Master of Circles

"Boss ,you don't understand. Fighting that guy was like fighting each other.."

Your martial arts prowess is such that you have the learned the secret of redirecting the energy of attacks. back upon the attackers or onto their friends. In hand to hand combat you have the uncanny ability to take one attack and turn it against the attackers.

System: You have the ability to throw attackers and to direct the energy of one attacker into another one. You are at no Multiple action penalties to do this and may default to this option at any time with a successful Wits+Brawl roll. The Daredevil must be standing and have both of his hands unencumbered in order to use this knack. Redirected attacks use the Daredevil's strength not the attacker's.

Example: Shinji is attacked by White Eyebrow's Goons. on the first turn, One of his beefy mooks rushes directly at Shinji. Shinji elects to throw the beefy mook, Instead of having to grab him and then throw him as a multiple action on his turn, Shinji makes a Wits+Brawl arts throw and defaults to the Throw. The Angry Mook who had beaten Shinji on initiative goes sailing through the air.

On the next turn, Shinji has two slower mooks to deal with. One tries to slash him with his knife. With a standard Dex+Brawl roll, He catches the wrist of his attacker and twists him into his compatriot.

Prerequisite: The Daredevil must have have a Wits and Brawl score of 3 or better in order to have this knack.

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Personally, I think the Master of Circles needs the prereq changed to merely Brawl 3. A combined Wits+Brawl of 3 is a really low dice pool there.

What's At Hand brings to mind the Cowboy Bebop movie scene where Spike goes into a gunfight with a mop. laugh

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Ok folks, here's the character and concept, for your viewing pleasure, feel free to make any connections with him regarding your character that make sense (or might be fun), just run them by me so I'm not suprised by them wink

********************

Name: Daniel Roger Ingersoll

Born in 1981, Daniel was bright youngster, and today he’s about 29 years of age, though he looks to be in the prime of his life, and considering the enhanced lifespan of the various inspired, most likely he is going to be so for quite a few years. His parents were American citizens, who were in the high middle class tax bracket. He did very well in school, so well in fact, skipping a few grades along the way, though he had some trouble fitting it, due to that fact.

In his 15th year, however, in 1996, was a key year for him, for that year, his awareness and perceptions ‘snapped’ as he called it, in a manner somewhat akin to what was to be called eruption once the nova’s appeared on the scene a few years later. This was also the same year he graduated from high school, and began to go with a degree in criminal intelligence. He began to explore a new understanding of the universe, something that he quickly realized was far more extraordinary then he thought.

Two years later, when the nova’s appeared on the scene, he at first thought he was like them, but after a bit, with his remarkable intelligence, he realized he was similar, but not the same at all. By this time, he had his first degree, was doing work as a private eye, and working on a second degree in literature.

In 2002, he contacted Pandora himself, having already inferred much of what they could tell him, and having hunted them down as well. With what more they could tell him, and what he had learned on his own, he quickly advanced his capabilities as a clairsentient, becoming one of the world’s premier detectives, and a reputation for achieving success even when others failed. For a time he did considerable work with Pandora, and he still does from time to time, but it’s not his primary focus,

The contact with Prometheus came later; in fact, it actually came as a surprise to him, rather then him uncovering them first. Of course, at this point, Prometheus already knew about him, being able to find it out from the files they had from Pandora. Unlike Pandora, he’s more interested and intrigued by the ideas and purposes of Prometheus, and had put more of his energy and time into them, in fact, he’s a trusted senior operative within their ranks.

Daniel is likely the worlds greatest detective, even without taking into account his abilities as a psiad, and he’s aware of just about everything that happens around him. He also owns a small computer net interface device that lets him pull up information from the net just about anywhere in the world, which enhances his capabilities as a detective. His senses are so acute, all of them, as are his noetic senses, he always knows where and when he is, and his sense of awareness also translates into a near perfect sense of balance and poise. In fact, his senses are so acute that he occasionally sleeps inside a sensory deprivation chamber, just to shut down some of the extreme amounts of information that he is constantly taking in, and get some measure of peace. Furthermore, his strength of will is like iron, incredibly strong, and his patience is almost legendary among those who know him.

When it comes to his power as a psiad, however, this is where a full measure of his versatility and capabilities come of the forefront. He’s an incredibly powerful clairsentient, a capable telepath and teleporter, though he can only teleport himself, he can, with the combination of teleportation and clairsentience, teleport himself anywhere on the planet. Add in his telepathic potential, and there’s no where he can’t manage to communicate and find things out. As a trusted member of Pandora and Prometheus, he occasionally is trusted with regards to recruitment into either group, although recruitment into Prometheus is much rarer.

Personality wise, Daniel is sometimes difficult to know, though those who get to know him understand that he approaches things from a logical and analytical perspective, and is a rather likeable, reliable and loyal individual who cares about the dynamics of the team more then individuals. He sometimes comes across as arrogant and distant, or cold, even unemotional, though he can be quite charming when he chooses to be. In truth, he does have emotions, but he’s not entirely comfortable with that part of himself, and has difficulty expressing them, he prefers to address matters without them when possible. He is also something of a pacifist, while he’s willing to fight to defend himself and others; he strongly believes that violence should be a matter of last resort.

He also has another complication in his life, though he doesn’t see it that way, it is one of the ways that life sometimes mixes things up. Two years ago, his brother, his brothers wife, and his parents were all killed in a terrible accident, leaving him the legal guardian of his brother’s six year old daughter. What was worse from his point of view, what that he got a sense of unease about the matter even before they went on the short plane trip, but they didn’t listen to him. He attended the funeral with his niece, Kathleen (he calls her Kat, which she prefers.), and she now lives with him. Kat has managed to get her uncle to open up, and at least confess to his emotions some, at least with her, and he does love her.

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Michal and Daniel know each other, at least in passing - his Device was designed and constructed by Michal, and has a special feature to allow for rolling virtual dice on command.

Michal and Willa are well acquainted with each other, as she is his lab assistant and tester as he attempts to come up with a way to boost psionic abilities.

More details will be worked out in prologues with their respective players whenever Cent pesters Chosen for a forum. laugh

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Originally Posted By: Trinity: Player's Guide, pg. 111, Copyright 1999 White Wolf Publishing, Inc. All rights reserved.
Military Science: This is the specialized knowledge of armed conflict. From Marathon to Midway, from the First Aberrant War to the Second Coalition Incident, his Ability covers the sum total of human experience in warfare. Military Science provides the character with a detailed knowledge of how to fight - and how to avoid fighting - on a level beyond that of the individual combatant. It also provides a comprehensive overview of the capabilities and statistics of archaic, modern and future-theoretical armament (even so, the proper specific Abilities are still necessary for the character to actually use said weapons - knowing optimum range and warhead mass isn’t the same as knowing a fire control system layout). Finally, Military Science includes knowledge of historical and current military units’ composition, fighting styles, and commanders. Academic specialists and military officers generally have this Ability - it's not restricted in the same sense as is demolitions training but most individuals just don't have a reason to spend that much time studying it.
Specialties: Equipment Recognition, History, Logistics, Non-Human Forces, Strategy, Tactics, Unit Recognition
Obviously, some of the references are for things that would only be applicable in the Trinity era (such as the Specialty: Non-human Forces) but the overall applications remain the same.
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Going to give this a try with a daredevil. I'll be reading the core book over the next couple of days as I sketch up a character concept and background.

I know that so far the following have been proposed/mentioned: a DD thug (Jeremy), a Psiad medic (Dawn), an amnesiac nova brick (Asa), a mechanical genius nova (BN), a luck-manipulating nova (why not play a DD, Courier?), a martial artist nova (SG)... Am I missing anything, or is any of that incorrect?

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So that's... ten people, all together, if everyone who's spoken up submits a PC. If I include myself, eleven.

Cent, how's that going to be handled? First-come, first served, splitting into teams, cherry-picking, or some other method of dealing with a large influx of submissions?

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Actually, here's the list of folks who've indicated interest thus far:

Dawn, OOC: Psiad medic

Stargaizer: Nova martial artist/air bender

Asarasa: Amnesiac nova brick

BlueNinja: Super-genius techno-geek

Mel Ganker: DD cold-hearted merc

Katalyst: Don't know yet

Long: Nova gravity manipulator

Zarthrax: Don't know yet

Courier: Nova luck manipulator

Krul: Psiad detective

Dec/Proc/GDP: Psiad cryokinetic

Vivi OOC: Daredevil, concept not yet defined.

Which is, as you'll see, twelve people! Wow... I honestly did not think this thread would generate that much interest. crazy

So... I'm gonna have to think about that. I'm not too keen on splitting things out to two teams, but I don't like turning folks away like that either. Hmmm.

Ok, here's what I'm gonna do: I'm gonna split you guys into two teams of (hopefully) equal numbers. I'm will to allow up to seven folks on each team, which means there's currently room for two more submissions, if any else is still interested.

But!

If you're interested, but not sure you're actually going to be able to participate, please be brave enough to tell me so now. It's going to suck for everyone involved if I do split us off into two separate groups only to find that five or six of the players who submitted characters have dropped out on us, you know?

Now, before anyone starts to panic, trying to get a submission in to me before their spot can be taken, let me remind you all again that this game is not scheduled to officially start for over a month. That doesn't mean don't submit characters yet, it just means there's no need to rush. Take your time, get to know your character, give me time to actually sit down and write up some of that IC-setting stuff I've been trying to get up for the past three days but haven't been able to because of RL-interference and a PM box full of questions and proposals, and help us to make this a game to be proud of.

Sound good? smile

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Sounds good to me!

And I was mulling over a DD as well. Might even have a character that I made up for a stillborn game be suitable with a bit of number juggling.

Before I get started on things of a fluff-ary nature, how open are you to referencing pop culture stuff, on a scale of "No...Just,...No." to "I watch everything and will get any reference you make."? 'Cause this character was gonna be for a modern Adventure! game, using pulp heroes in fiction as if they were real...

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I'm going to go ahead and bow out. I don't want to take a spot that someone else might want. After having thought about it, this game just isn't the setting for the character that I had in mind.

So, instead of dragging this on, I'll just bow out now.

Just know that I will be following this, as this sounds like an awesome game.

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I appreciate your honesty, Stargaizer, that's very big of you. smile

Still, I'm sorry to see you go. If you come up with a character idea that you feel would be more in line with this game, there's still space available for you!

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Argonaut Headquarters:

As the field team for Project Prometheus, the Argonauts are in many ways the most “public” of the Project’s faces. And yet despite this, out of the handful of groups and organizations in the world that are actually aware of Project Prometheus, and actually have some idea of what it is and what it does, only a few of them are aware of the true nature of its mysterious “field operatives”. Usually carrying papers and/or identification that declare them as Aeon operatives, Utopians, or as agents of or consultants to one government organization or another, the Argonauts are rarely identified for what they are and, in any case, they are only known as “the Argonauts” amongst themselves and the tiniest handful of “those in the know”.

These ghosts of the intelligence world disappear as quickly and mysteriously as they appear and even out of those elite few who have heard the name “Argonauts”, and have successfully tied it to those nameless Prometheans who periodically show up in the oddest places at the oddest times, their true nature remains an enigma and no one knows where they might be based out of. Proteus agents in particular have devoted no small amount of resources to this problem, but with no success. The reason for this is simple: their base is found in virtually the last place anyone would bother looking for the most enigmatic and seemingly well-connected group of intelligence-gathering agents on the planet.

The true location of the Argonauts’ base of operations (though not of Project Prometheus as a whole) is a tiny, nameless village in southeastern Mexico, located a little more than a hundred miles north of Acapulco and a few miles south, southwest of the town of Nuevo San Juan, situated along the Rio Balsas (Real-world Location Here). The area is really a very nice, if isolated, river valley and is perfect for a small, out-of-the-way retirement village – or the headquarters of a clandestine detective agency that doesn’t want to be found. The local residents of this village (an extremely interesting and eclectic mix of native Mexicans and retirees from “interesting” professions the world over) have a few different names for their little town: Sul de San Juan being one and the “real” Parangaricutirimícuaro being another (and the more popular, if significantly harder to say). At the southern-most point of this tiny village (which, in its entirety, is little more than a large collection of neighborhoods), at the very end of an even tinier peninsula jutting out into the Rio Balsas, are the Argonauts’ headquarters and base of operations.

Argonaut Headquarters (not that anyone actually calls it that) consists of a surprisingly small compound of buildings set back a decent ways from the little-traveled road that leads to the end of its peninsula, and is further screened off from view behind trees and a high fence-wall. Nothing about the above-ground establishment stands out as being anything other than a relatively nice piece of property. The grounds are rather more spacious than is typical for the village, and the waterfront view is one of the nicest in town, and on casual inspection the main building and its slightly smaller satellite could easily be mistaken for someone’s home.

The facilities below ground are much more complex, extensive and in keeping with what one might imagine for an organization like Project Prometheus or the Argonauts. Containing a range of facilities, including a well-stocked lab, an evidence locker and warehouse for “found items of interest” awaiting processing, offices for staff and field agents not out on mission, along with living spaces for the Argonauts and Promethean support staff currently on site (Argonaut field agents and staff are not required to live in the underground facilities – these are available “just in case”), the underground facilities actually extend some ways out under the river itself, and there is even an emergency escape route that comes out on the other side of the river in the middle of a small clearing between trees, which is further equipped with emergency air and land transport for rapid removal from the area.

“Sul de San Juan” is not on any maps, and though it is connected by multiple, well-maintained roads to the outside world, it is very much off the beaten path to most destinations and sees few, if any, people “just passing through”. To all outward appearances, it’s just a sleepy little village filled with old, well-connected retirees and simple, unassuming fishermen and their families. Essentially, it is an “open secret” of exactly the sort that no one ever takes any interest in or really wants to know about. The only thing that really stands out about it is the unusually high number of unmarked helicopters and semis that come and go on a semi-regular basis, but the surrounding hills make it easy for the helicopters to avoid detection and the semis are really just taking short “detours” on their way to Acapulco or Cuernavaca, and as the town’s residents know how to keep their mouths shut such things have continued to evade notice by any interested parties.

Persons of Note:

Jake Stefokowski, Director of Operations:

Profile: The grandson of one of Aeon’s founding members, and a true child of the Aeon Society if ever there was one, Jake Stefokowski runs the day-to-day workings of the Argonauts. Jake is, so far as anyone can tell, not a psychomorph or eximorph and is now in his late fifties, with close-cropped classically-cut hair that was once blonde but is now mostly faded to gray. He is very much a “straight shooter” of the old school variety, with a somewhat military mindset. Facts that occasionally cause friction with some of his more morally ambiguous subordinates, but his genuine straightforwardness and natural charisma have so far more than made up for this.

Director Stefokowski is a major player within the Aeon Society as a whole, and everyone knows it. His grandfather was one of the Founders, and “little Jakey” grew up on the knees of and learning life’s lessons from the semi-mythical men and women who made the Society into what it is today. Most Argonauts don’t have the security clearance to know much about those brave and heroic souls who first founded Aeon back in the early days of the 20th century, but what they do know is enough to earn the heartfelt admiration of all but the most jaded Argonaut, and Jake Stefokowski is seen by many within Project Prometheus and the Argonauts as an heir to that legacy.

Director Stefokowski does not go on field missions, but he is rumored to be more than capable of handling himself outside of an office.

Lee (aka Machine Girl), Assistant Director, Field Operations:

Profile: The rumors surrounding the Argonaut’s head of field operations are far too numerous to count, and trying to determine which are based in truth and which are nothing more than ridiculous flights of fancy are a favorite pastime of her subordinates. Popular rumors include the claim that Lee is the oldest nova alive, that she is the former lover of Divis Mal (who, it is also claimed, is her One True Love), that she used to be an elite operative of Project Proteus before being dismissed for excessive violence (not an easy thing to accomplish), that she was a founding member of the original Aeon Society, and of course, the perennial favorite, that Lee was never born at all and was instead grown in a lab as part of some ultra-black super-soldier project.

Assistant Director Lee (more often referred to as Machine Girl – when not being spoken to directly, that is) has the exotic looks and the tall, slender physique of a fashion model, two seemingly cybernetic arms apparently made entirely out of heavily weathered industrial-grade steel, and the hard-living, intense and blunt personality of a career soldier - and if she is the world’s oldest nova she sure doesn’t look it. Despite her rather loud, not to say volatile, personality, and her apparent disgust for anything even vaguely resembling office work, bureaucracy-in-action, or (worst of all, by far) mission reports, Lee has shown herself time and again to be a highly experienced and capable field operative with a network of contacts and a near-encyclopedic knowledge of languages, local customs, and obscure pieces of historical trivia that puts even the most experienced of the Argonauts under her command to shame. Lee fully expects and encourages her agents to take personal pride and enjoyment from their work – she certainly does – but she also expects utmost discretion and professionalism from them at all times as well, and woe to the agent who fails to meet those expectations.

When not running a field op or dodging Director Stefakowski’s requests for the latest mission reports, Machine Girl can most frequently be found at Sul de San Juan’s local cantina with the town’s grizzled old pescadores telling dirty jokes around the cigarette in her mouth and gambling with cards or dominoes.

The Doorman (aka ‘Marcus’):

Profile: Nicknamed “The Doorman”, Marcus Grudy provides on-site security for the Argonauts underground center of operations. He’s almost as nondescript in appearance as the generic Security Guard uniform that he wears at seemingly all times. Obviously a nova, Marcus nonetheless appears as a very regular guy of Indian ethnicity, with the accent to match. His mustache is enormous, his dark hair is thinning at the back of his scalp and he has a thin build with a bit of paunch, but he is nonetheless the HQ’s main line of defense. There is a sense amongst the rank and file of the Argonauts that this is either the result of a very serious mistake on the part of the management, or that “the Doorman” really is that dangerous. Most Argonauts just hope they never have to find out.

The Geometrid (aka ‘Geo’):

Profile: Project Prometheus’ most efficient mode of transportation (note: though he does provide transportation for the Argonauts on occasion as well, this is not his primary function and he doesn’t do it often). Geo is a small African-American man with a wiry build and a ready smile, with a warm and friendly personality. As a result, he is generally well-liked by most in the Project, though this might also be because Geo has pulled more than one Promethean out of a tight spot with his exceptional skill at both teleportation and opening warps.

It is thanks to the Geometrid that no one is quite sure just where Project Prometheus’ center of operations is located. It could be in Chicago, down the street from the Aeon Society’s old Brownstone, or it could be in some cave deep in the Amazon. Or it could be on the moon. Obviously, folks wonder, but the folks in charge apparently like to keep people guessing.

Somewhat disconcertingly for many within Project Prometheus, all attempts by his peers to definitively identify him as either a psychomorph or a nova have so far failed. Even the superhuman sensing techniques available to both groups seem unable to get a positive read on the small, jovial, and utterly enigmatic warper. It is assumed that Prometheus leadership knows the answer to this question, but so far they’ve seen fit not to tell.

Originally Posted By: Aberrant, Arthaus Edition, pg. 222-223
Margaret Mercer

Margaret Mercer didn’t seek to follow in the footsteps of her grandfather, Maxwell Mercer — the founder of Æon — and take the organization’s helm. She is a scientist, not a politician or an administrator. Maggie inherited Max’s thirst for knowledge, but not his managerial skills. She can get by in that arena well enough to run Æon’s Special Projects Division, though she does get frustrated that she can’t just dash out on a field investigation whenever she feels like it.

Maggie oversaw Project Utopia (among other special projects, including Argonaut, Cyclops, Pandora, Tantalus and others) for only a few months before the decision was made to spin it off as a separate, public entity (a choice that she supported). The change soon prompted the dispersal of all existing projects under different directors. Maggie kept only two under her direct supervision — Pandora (the study of psychs), and the little-known Babel Dossier. This last was established in the early 1940s by one of Æon’s founding members, Whitley Styles, as a storehouse of the eclectic and abstruse. The information within the Babel Dossier has proven useful in researching bizarre events and has led to establishing more than one Æon project (including Utopia)…

Though not officially listed as the head of Project Prometheus, she is widely believed to be its founder and it is a generally held (though unverified) truth that she is still the Director of Project Prometheus, even if only unofficially. Regardless, many Prometheans view her as a kind of patron saint of the organization and of their cause.

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Thank you for your kind words Kazuo. If I think of something that might fit you guys will be the first to know...

...But for right now I'm planning on reading/watching this game with a large bucket of popcorn. I think this is going to be fun.

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Stargaizer: You're welcome. smile

Bannon: One language family per dot. The TPG rules are interesting, but they wind up being either too cheap during character creation or too expensive during play.

Also, Bannon's submission is the only one I've received thus far whose build had any dots in Linguistics (at the time of submission). I hadn't been worrying about it too much since I'd only received submissions from a few of you, however, as soon as I put up my recent post detailing the location of the Argonaut's "secret headquarters" I received PMs from a few of you stating that you wanted to switch around dots so that your characters could at least speak the language of the country their headquarters was based out of.

This makes me wonder if I'm somehow failing to get across the full scope of this game or if I'm somehow misrepresenting things in some way. I'm not requiring all of you to take dots in Linguistics - if it doesn't fit your character's concept or something that's fine with me - but if any of you were under the impression that all - or even most - of the game would be taking place in English speaking parts of the world, or with a supporting cast of NPCs who all mysteriously speak English, even though your characters are running around in the mountains of Tibet or somewhere - if that's what you've been thinking, you need to think again.

This game will be global in scope, so if you don't want to put dots in Linguistics that's OK with me, but please don't act surprised when your PC has to rely on Bannon or one of my NPCs to do all the translating for you, alright?

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Okay, so after extensive in-chat discussion, I have officially changed my mind regarding the Linguistics question.

We will use the Trinity PG system for determining number of languages known, which is:

# of Dots/# of extraLanguages:

1/1

2/2

3/4

4/8

5/12

Experience costs, however, will be standard for any ability, not those outlined in the TPG.

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Fan-Stuff I've had Time to Review and Approve:

Merits:

Natural Aptitude (5pt Merit / 11pt Merit): Psiads with this can match their artificially-created brethren. For five points, the Psiad picks two Modes from one of their primary Aptitudes. At normal costs, the Psiad can buy those Modes up to 5 dots, gaining access to the most powerful psionic abilities. For the eleven point merit, the Psiad picks two Modes from each of their primary Aptitudes that have the option to be raised up to 5 dots. Only the most powerful Psiads are capable of reaching these levels of ability, requiring a Psi of 9 or 10.

Background Enhancements:

Skeleton Key (Clearance) – There’s not a database in the world that you can’t get into, and anything written in 1s and 0s might as well be on audio tape. Anything on a computer, or any kind of computer media, is available to your character with a successful Computer roll. Feel free to explain it away with convenient technobabble.

Bag of Holding (Devices/Equipment) – When it comes to the fun toys, you’ve got access to virtually anything. Need a suitcase nuke or a stealth jet, no questions asked? No problem. Custom-built quantum gadgetry? As long as it was already finished before it was asked for. With an opposed Devices vs Gadget roll, you can even ‘borrow’ someone else’s equipment and use it as your own.

Masks (Identity) – Call you the Stainless Steel Rat. Your identity is more real than your ‘real’ face. Not only do you get four dots to divide between Influence and Status for your false identity, but you also have two dots in Resources for your assumed name to cover those incidental expenses. If your cover identity does ever get discovered, you can roll Identity at a +1 difficulty to recycle it into a new one (which takes at least one month of game time).

Knacks:

Heroic Knack - Relentless

"Unh...Hey...Where do you......think you're going...Unh...This fight isn't over...yet."

Maybe you've got the tenacity of a bulldog, or maybe you've got the constitution of a prizefighter or a psychopath. Either way, it's very hard to put you down for the count.

System: you gain 2 bashing soak and 1 lethal soak. In addition, you never have to roll to see whether you are stunned in combat. For the cost of 1 inspiration you may also ignore wound penalties all the way down to incapacitated for the rest of the scene. However you may only initiate this expenditure after you have been damaged. This goes equally well for combat as it does for fending off frostbite.

Prerequisite: The character must have a Willpower of 6 or better.

Heroic Knack - What's at Hand

"Lookout! He’s got a pushbroom!"

When you really think about it, the world is full of potential weapons. Chairs, tables, farm tools, fire hoses, typewriters, dinnerware- the list goes on and on. While nearly all adventurers wind up using improvised weapons of a sort at some point or another, daredevils with this knack are even more adept at kicking ass with an unusual object in their hands.

System: Once per scene, the player may declare one ‘prop’ in the scene as a weapon. The player may add their intuitive facet to all of their attack rolls when using this ‘weapon’ against his or her opponents. However, the player may not carry the same weapon from scene to scene- no fair carrying ladders around! As with any knack, the ST should use discretion with this knack- furthermore, they also should encourage creative uses of the knack aside from “I whack the guy with the shovel”. This knack can also be taken separately for thrown objects.

NOTE THE CHANGE IN REQUIREMENT, BELOW:

Prerequisite: The daredevil must have a Melee of 4 or better in order to take this knack.

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Can I get this one approved? It's fan made, but not by me, I swear...

Heroic Quality - Jaunt Wins

"Let's play a game, it's called 'Jaunt Wins', ready?"

System: Jaunt wins. Anything that might result in Jaunt losing or failing is instead immediately flipped to mean, 'Jaunt Wins'.

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