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====== Agent Options ====== | ====== Agent Options ====== | ||
- | 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 [[:Karbon]]. These are all official, in-print, confirmed Options for Agents in any game. If you want others, you can find them here: [[: |
- | ===== 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 have leading questions, and + Options can be taken up to three times (Non-unique). | ||
+ | |||
+ | |||
+ | ===== 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, | ||
+ | |||
+ | ==Deep Instruction+== | ||
+ | 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 in a supplemental ability. How did the agent get this special instruction? | ||
- | *Confirmed Loyalties+ | + | ==Excellence+== |
- | *Each time you take this option, raise any one rank of your choice | + | Your agent has gained some measure |
- | *Cyberbrain | + | ==Experience+== |
- | *Your agent has had a full brain replacement, and now has a cyberbrain in their skull. This is just a rooted omni with a lot of protection on it. Your agent gets training in Savvy for free. In addition, you may burn fortune for bonus dice when making | + | Your agent has gained real world experience, making them better at their abilities. Pick one ability and earn training in that ability. Add one level to any one ability. |
- | *Deep Instruction+ | + | ==Expertise+== |
- | *Your agent has gotten specialized deep instruction from agent operatives. This gives them an additional three levels | + | Your agent had developed some expertise |
- | *Excellence+ | + | ==Exploit== |
- | | + | Define a weakness for your agent, something that can be commonly exploited to their disadvantage. When you roll the dice in a conflict you may decide |
- | *Experience+ | + | ==Flat Busted^== |
- | *Your agent has gained real world experience, making them better at their abilities. Pick one ability and earn training | + | 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 |
- | *Expertise+ | + | ==Foresight== |
- | *Your agent had developed some expertise in their abilities. When assisting other agents | + | Your agent has amazing powers of sense and can almost predict the immediate future. When you agent makes any conflict roll, they may sacrifice a fortune to say they never did that and choose a new course of action. This means you may back out of a conflict at this point, as if your agent never started |
- | *Exploit | + | ==Fortunate== |
- | | + | 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 |
- | *Flat Busted? | + | ==Fragile Flower+== |
- | *Your agent starts | + | 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. |
- | *Foresight | + | ==Hard Life^== |
- | *Your agent has amazing powers of sense and can almost predict the immediate future. When you agent makes any conflict roll, they may sacrifice a fortune to say they never did that and choose a new course of action. This means you may back out of a conflict at this point, as if your agent never started it. Add training in Insight for your Agent. If your agent uses this more times in a scene than they have Insight | + | Your agent had a tough life, making them more able just in order to survive. When determining kcreds, reduce both starting |
- | *Fortunate | + | ==Hardcore== |
- | *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 | + | 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 |
- | *Fragile Flower+ | + | ==Hawkeye== |
- | *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 has great acuity and sight. You add one level to both Hand-Eye and Prowl. Your agent may burn fortune to earn bonus dice for Hand-Eye rolls, but never more than three at once. |
- | *Hard Life? | + | ==Heredity^== |
- | *Your agent had a tough life, making | + | 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 |
- | *Hardcore | + | ==High Class^== |
- | *Your agent is truly hardcore, | + | Your agent was (or still is) part of a high class society. You add one level to any supplemental ability |
- | *Hawkeye | + | ==Highly Compensated== |
- | *Your agent has great acuity and sight. You add one level to both Hand-Eye | + | 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 as their roll result. Why is the agent so highly compensated? |
- | *Heredity? | + | ==Lightning Reflexes== |
- | *Your agent has a past that gives them some established advantage. You add one step of social immunity | + | 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. |
- | *High Class? | + | ==Low Class^== |
- | *Your agent was (or still is) part of a high class society. | + | Your agent was part of low class society. |
- | *Highly Compensated | + | ==Marketable Skill^== |
- | *Your agent gets more than the normal compensation for your work | + | Your agent has some marketable skill that has helped them in their life. You pick one supplemental ability to earn training in, and also add a level to one supplemental ability. How did the agent use this skill over their life to benefit them? |
- | *Lightning Reflexes | + | ==Mastermind== |
- | *Your agent has amazing reflexes. You add one level to both Fight and Prowess. Your agent may burn fortune | + | 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 |
- | *Low Class? | + | ==Menacing Aura== |
- | *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 steps for determining starting gear by two. What low class society was the agent a part of? | + | 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 |
- | *Marketable Skill? | + | ==Miser^== |
- | *Your agent has some marketable skill that has helped them in their life. You pick one supplemental ability | + | Your agent gets only ten starting kcreds and instead adds all their normal starting kcreds to their bank at triple value. At the start of any scene in which they have ten or more kcreds on their card, they must move ten kcreds |
- | *Mastermind | + | ==Natural Genius== |
- | *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 | + | 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. |
- | *Menacing Aura | + | ==Respect== |
- | *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 | + | 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, their player |
- | *Miser? | + | ==Standard of Living+== |
- | *Your agent gets only ten starting kcreds and instead adds all their normal starting kcreds to their bank at triple value. At the end of any scene in which they have ten or more kcreds on their card, they must move ten kcreds | + | 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 and take the highest result, adding that to your bank. |
- | *Natural Genius | + | ==Storage Locker+== |
- | *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 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 to them. If you break this rule, sacrifice |
- | *Respect | + | ==Strength+== |
- | *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, their player must burn a fortune to deny you. | + | Your agent has impressive physical strength. You may burn one fortune |
- | *Standard of Living+ | + | ==Successful Career^== |
- | *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 and take the highest result, adding that to your bank. | + | Your agent has/had a successful career. You gain training in one supplemental ability of your choice and three steps of starting bank creds. What did/ |
- | *Storage Locker+ | + | ==Talent+== |
- | *Your agent has access | + | 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. |
- | *Strength+ | + | ==Team Player== |
- | *Your agent has impressive physical strength. You may burn one fortune | + | 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 |
- | *Successful Career? | + | ==Tough+^== |
- | *Your agent has/had a successful career. You gain training in one supplemental ability | + | Your agent is one bad dude. You gain a step of immunity to mental |
- | *Talent+ | + | ==Trained Assistants== |
- | *Your agent has some talent (developed or innate) | + | Your agent has a team of assistants |
- | *Team Player | + | ==Trusted Contact+== |
- | *Your agent knows how to be there when it counts. Whenever another | + | Your agent has a trusted friend in one social arena, pick one of: Agency, Mainstream, or Infamy |
- | *Tough+? | + | ==Vicious+== |
- | *Your agent is one bad dude. You gain a step of immunity to mental | + | Your agent has a mean streak a mile wide. When they deal steps of mental |
- | *Trained Assistants | + | ==Windfall^== |
- | *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 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? |
- | | + | ===== Options, Non-unique ===== |
- | *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 | + | <columns 100% first column attributes 50% second column attributes -> |
+ | | ||
+ | * [[# | ||
+ | * [[#Career Criminal+]] | ||
+ | * [[# | ||
+ | * [[# | ||
+ | * [[#Deep Training+]] | ||
+ | * [[# | ||
+ | < | ||
+ | * [[# | ||
+ | * [[# | ||
+ | * [[# | ||
+ | * [[# | ||
+ | * [[# | ||
+ | * [[# | ||
+ | * [[# | ||
+ | </ | ||
- | *Vicious+ | ||
- | *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? | ||
- |