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karbon:agent_options [2012/09/22 11:44] – [Concepts] JasonP | karbon:agent_options [2012/09/22 15:52] – [Options, List Index] JasonP | ||
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This is the list of Options for Agents as presented in Blueprints, the setting and Agent creation rulebook for [[: | This is the list of Options for Agents as presented in Blueprints, the setting and Agent creation rulebook for [[: | ||
- | ===== Concepts | + | ===== Options, List Index ===== |
+ | |||
+ | <columns 100% first column attributes 50% second column attributes -> | ||
+ | * [[# | ||
+ | * [[# | ||
+ | * [[#Body Overhaul]] | ||
+ | * [[# | ||
+ | * [[#Career Criminal+]] | ||
+ | * [[# | ||
+ | * [[# | ||
+ | * [[# | ||
+ | * [[#Deep Training+]] | ||
+ | * [[# | ||
+ | * [[# | ||
+ | * [[# | ||
+ | * [[# | ||
+ | * [[#Flat Busted?]] | ||
+ | * [[# | ||
+ | * [[# | ||
+ | * [[#Fragile Flower]] | ||
+ | * [[#Hard Life?]] | ||
+ | * [[# | ||
+ | * [[# | ||
+ | * [[# | ||
+ | < | ||
+ | * [[#High Class?]] | ||
+ | * [[#Highly Compensated]] | ||
+ | * [[# | ||
+ | * [[#Low Class?]] | ||
+ | * [[# | ||
+ | * [[# | ||
+ | * [[#Menacing Aura]] | ||
+ | * [[# | ||
+ | * [[#Natural Genius]] | ||
+ | * [[# | ||
+ | * [[#Standard of Living+]] | ||
+ | * [[#Storage Locker]] | ||
+ | * [[# | ||
+ | * [[# | ||
+ | * [[# | ||
+ | * [[#Team Player]] | ||
+ | * [[# | ||
+ | * [[#Trained Assistants]] | ||
+ | * [[#Trusted Contact]] | ||
+ | * [[# | ||
+ | * [[# | ||
+ | </ | ||
+ | You can find the details of all listed Options below. | ||
+ | |||
+ | |||
+ | ===== Options, Alphabetical | ||
==Attractive+== | ==Attractive+== | ||
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Your agent earns on rank of infamy each time you take this option. This gives the agent deep, hidden, pockets. You can burn fortune after you spend kcred from your card and roll those dice. Keep the highest result and put that much kcred back onto your card. | Your agent earns on rank of infamy each time you take this option. This gives the agent deep, hidden, pockets. You can burn fortune after you spend kcred from your card and roll those dice. Keep the highest result and put that much kcred back onto your card. | ||
- | *Committed Agent+ | + | ==Committed Agent+== |
- | *Your agent earns on rank of agency each time you take this option. You may burn fortune for bonus dice on agency interaction, | + | Your agent earns on rank of agency each time you take this option. You may burn fortune for bonus dice on agency interaction, |
+ | |||
+ | ==Confirmed Loyalties+== | ||
+ | Each time you take this option, raise any one rank of your choice one. In addition, remove one doubt. If an agent has three of these options, they are never subject to the risk of becoming a karbon. At that point they no longer suffer from minimum doubt. They also never gain doubt and if anything would cause them to do so, they sacrifice fortune instead. An agent may not take this option during agent creation. | ||
+ | |||
+ | ==Cyberbrain== | ||
+ | Your agent has had a full brain replacement, | ||
- | *Confirmed Loyalties+ | + | ==Deep Instruction+== |
- | *Each time you take this option, raise any one rank of your choice one. In addition, remove one doubt. If an agent has three of these options, they are never subject to the risk of becoming a karbon. At that point they no longer suffer | + | Your agent has gotten specialized deep instruction |
- | *Cyberbrain | + | ==Excellence+== |
- | *Your agent has had a full brain replacement, | + | Your agent has gained some measure |
- | *Deep Instruction+ | + | ==Experience+== |
- | *Your agent has gotten specialized deep instruction from agent operatives. This gives them an additional three levels in one core ability, and an additional two levels | + | Your agent has gained real world experience, making |
- | *Excellence+ | + | ==Expertise+== |
- | *Your agent has gained | + | Your agent had developed |
- | *Experience+ | + | ==Exploit== |
- | | + | Define a weakness for your agent, |
- | *Expertise+ | + | ==Flat Busted?== |
- | *Your agent had developed some expertise in their abilities. When assisting other agents | + | Your agent starts the game with no bank of creds. Instead |
- | *Exploit | + | ==Foresight== |
- | | + | Your agent has amazing powers of sense and can almost predict the immediate future. When you agent makes any conflict |
- | *Flat Busted? | + | ==Fortunate== |
- | *Your agent starts the game with no bank of creds. Instead they earn one starting fortune for every step steps of kcreds they would have placed in their bank. You may only take this option when creating an agent. How did your agent become flat broke? | + | Your agent just seems to always |
- | *Foresight | + | ==Fragile Flower+== |
- | *Your agent has amazing | + | Your agent has amazing |
- | *Fortunate | + | ==Hard Life?== |
- | *Your agent just seems to always have some luck on their side, and their buddies too. Once per scene you may elect to give another player’s agent one fortune | + | Your agent had a tough life, making them more able just in order to survive. When determining kcreds, reduce both starting |
- | *Fragile Flower+ | + | ==Hardcore== |
- | *Your agent has amazing ability, but really can’t take a pounding. Many people know this as the glass ninja effect. When your agent suffers physical injury, increase it one step. In addition, place three more levels into your abilities. | + | Your agent is truly hardcore, and willing to do whatever it takes to survive, even if it means things get tougher for everyone else. When you agent is in a conflict and in jeopardy, they may sacrifice a fortune to take on from every other player’s agent with three or more. They may only do this once per scene. |
- | *Hard Life? | + | ==Hawkeye== |
- | *Your agent had a tough life, making them more able just in order to survive. When determining kcreds, reduce | + | Your agent has great acuity and sight. You add one level to both Hand-Eye |
- | *Hardcore | + | ==Heredity? |
- | *Your agent is truly hardcore, and willing to do whatever it takes to survive, even if it means things get tougher | + | Your agent has a past that gives them some established advantage. You add one step of social immunity for your agent, and they earn training in Standing, ignoring the need for Charm. Who were the agent’s |
- | *Hawkeye | + | ==High Class?== |
- | *Your agent has great acuity and sight. You add one level to both Hand-Eye | + | Your agent was (or still is) part of a high class society. You add one level to any supplemental ability |
- | *Heredity? | + | ==Highly Compensated== |
- | *Your agent has a past that gives them some established advantage. You add one step of social immunity | + | Your agent gets more than the normal compensation |
- | *High Class? | + | ==Lightning Reflexes== |
- | *Your agent was (or still is) part of a high class society. You add one level to any supplemental ability | + | Your agent has amazing reflexes. You add one level to both Fight and Prowess. Your agent may burn fortune to buy bonus dice for Fight rolls, but never more than three at once. |
- | *Highly Compensated | + | ==Low Class?== |
- | *Your agent gets more than the normal compensation for your work in the agency. Whenever your agent cashes a check (gets paid), they roll two dice and take the highest | + | Your agent was part of low class society. Take three levels from supplemental abilities |
- | *Lightning Reflexes | + | ==Marketable Skill?== |
- | *Your agent has amazing reflexes. You add one level to both Fight and Prowess. Your agent may burn fortune | + | Your agent has some marketable skill that has helped them in their life. You pick one supplemental ability |
- | *Low Class? | + | ==Mastermind== |
- | *Your agent was part of low class society. Take three levels from supplemental abilities and add three levels to core abilities as you wish. Increase | + | Your agent is truly a master |
- | *Marketable Skill? | + | ==Menacing Aura== |
- | *Your agent has some marketable skill that has helped | + | Your agent truly is a scary person. When they intimidate others, give them a bonus die for that conflict if they burn a fortune. When they earn doubt during a conflict |
- | *Mastermind | + | ==Miser?== |
- | *Your agent is truly a master of planning. Once per scene you may elect to win a conflict that your agent started or is assisting, by describing how they outsmart it. Your agent may only do this is your highest rank is greater than the challenge level of the conflict. Then you burn fortune based on the conflict’s consequence: | + | Your agent gets only ten starting kcreds and instead adds all their normal starting kcreds |
- | *Menacing Aura | + | ==Natural Genius== |
- | *Your agent truly is a scary person. When they intimidate others, give them a bonus die for that conflict if they burn a fortune. When they earn doubt during a conflict in which they are participating with other agents, their player may sacrifice a fortune to move that doubt to another agent in that conflict. | + | Your agent is a genius, naturally good at brainy things. You add one level to Hack and Guile. All rolls you make for Hack get a bonus die. |
- | *Miser? | + | ==Respect== |
- | *Your agent gets only ten starting kcreds | + | Your agent has the respect of most in the program. Add one to your agent’s agency rank, and one step to bank kcreds later. In addition, when you ask for assistance from any other agent, |
- | *Natural Genius | + | ==Standard of Living+== |
- | *Your agent is a genius, naturally good at brainy things. You add one level to Hack and Guile. All rolls you make for Hack get a bonus die. | + | Your agent has some kind of measurable lifestyle during those rare moments of downtime they earn. Raise your agent’s mainstream rank one for each time your take this option. At the start of each session |
- | *Respect | + | ==Storage Locker+== |
- | *Your agent has the respect | + | Your agent has access to a storage locker of gear they have accumulated over time. For each time you take this option, pick six steps worth of additional gear they have in this locker. At any time you may only have two items from this storage locker on your agent and available |
- | *Standard of Living+ | + | ==Strength+== |
- | *Your agent has some kind of measurable lifestyle during those rare moments of downtime they earn. Raise your agent’s mainstream rank one for each time your take this option. At the start of each session you roll one die for each time you have taken this option | + | Your agent has impressive physical strength. You may burn one fortune to add a bonus die to rolls where this would be applicable. In addition when dealing physical injury in an applicable way, burn one fortune to increase it one step, up to one time per scene for each time you take this option. |
- | *Storage Locker+ | + | ==Successful Career?== |
- | *Your agent has access to a storage locker | + | Your agent has/had a successful career. You gain training in one supplemental ability |
- | *Strength+ | + | ==Talent+== |
- | *Your agent has impressive physical strength. You may burn one fortune | + | Your agent has some talent (developed or innate) that gives them an advantage on occasion. You add one level to two abilities and start with one more fortune for each time you take this option. |
- | *Successful Career? | + | ==Team Player== |
- | *Your agent has/had a successful career. You gain training | + | Your agent knows how to be there when it counts. Whenever another agent makes a roll in a scene and you could possibly be in a spot to assist, you may elect to burn a fortune and roll a die. If this die is higher than the roll of the other player, raise their roll one. Describe at this point how your agent jumps in and provides assistance. |
- | *Talent+ | + | ==Tough+?== |
- | *Your agent has some talent (developed or innate) that gives them an advantage on occasion. You add one level to two abilities | + | Your agent is one bad dude. You gain a step of immunity |
- | *Team Player | + | ==Trained Assistants== |
- | *Your agent knows how to be there when it counts. Whenever another | + | Your agent has a team of assistants that can help them manage their funds. Your agent may buy assets when they are available from their bank instead of their card, except they must burn a fortune |
- | *Tough+? | + | ==Trusted Contact+== |
- | *Your agent is one bad dude. You gain a step of immunity to mental and physical, but not social, | + | Your agent has a trusted friend in one social arena, pick one of: Agency, Mainstream, or Infamy when you take this option. Raise your agent’s rank in this realm by one. When you call on this friend you can buy an asset from that social |
- | *Trained Assistants | + | ==Vicious+== |
- | *Your agent has a team of assistants that can help them manage their funds. Your agent may buy assets when they are available from their bank instead | + | Your agent has a mean streak a mile wide. When they deal steps of mental injury on a personal level, you may burn fortune to increase it on step. You may do this once per scene for each time you take this option, and also start with one more fortune. |
- | *Trusted Contact+ | + | ==Windfall? |
- | *Your agent has a trusted friend in one social arena, pick one of: Agency, Mainstream, or Infamy when you take this option. Raise your agent’s rank in this realm by one. When you call on this friend you can buy an asset from that social realm up to three steps, though at a +1 step premium. You do this between scenes, offering a vignette of the agent getting the asset. | + | Your agent has fallen into some luck and come across something special. Your agent begins the game with two more fortune and may take on item of gear that is valued 20 to 60 kcred. You may only take this option during |
- | *Vicious+ | + | ===== Options, Plussed ===== |
- | *Your agent has a mean streak a mile wide. When they deal steps of mental injury on a personal level, you may burn fortune to increase it on step. You may do this once per scene for each time you take this option, and also start with one more fortune. | + | |
- | *Windfall? | ||
- | *Your agent has fallen into some luck and come across something special. Your agent begins the game with two more fortune and may take on item of gear that is valued 20 to 60 kcred. You may only take this option during agent creation. How did they come across this amazing piece of gear? | ||
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