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karbon:agent_options [2012/09/22 15:47] JasonPkarbon:agent_options [2012/09/23 12:50] (current) JasonP
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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 [[:Karbon]].+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: [[:Karbon:Special Options]].
  
 ===== Options, List Index ===== ===== Options, List Index =====
  
 +<columns 100% first column attributes 50% second column attributes ->
   * [[#Attractive+]]   * [[#Attractive+]]
-  * Attribute+ +  * [[#Attribute+]] 
-  * Body Overhaul +  * [[#Body Overhaul]] 
-  * Brotherhood +  * [[#Brotherhood]] 
-  * Career Criminal+ +  * [[#Career Criminal+]] 
-  * Committed Agent+ +  * [[#Committed Agent+]] 
-  * Confirmed Loyalties+ +  * [[#Confirmed Loyalties+]] 
-  * Cyberbrain +  * [[#Cyberbrain]] 
-Deep Training+ +  * [[#Deep Training+]] 
-Excellence+ +  * [[#Excellence+]] 
-Experience+ +  * [[#Experience+]] 
-Expertise+ +  * [[#Expertise+]] 
-Exploit +  * [[#Exploit]] 
-Flat Busted? +  * [[#Flat Busted^]] 
-Foresight +  * [[#Foresight]] 
-Fortunate +  * [[#Fortunate]] 
-Fragile Flower +  * [[#Fragile Flower]] 
-Hard Life? +  * [[#Hard Life^]] 
-Hardcore +  * [[#Hardcore]] 
-Hawkeye +  * [[#Hawkeye]] 
-Heredity? +  * [[#Heredity^]] 
-High Class? +<newcolumn> 
-Highly Compensated +  * [[#High Class^]] 
-Lightning Reflexes +  * [[#Highly Compensated]] 
-Low Class? +  * [[#Lightning Reflexes]] 
-Marketable Skill? +  * [[#Low Class^]] 
-Mastermind +  * [[#Marketable Skill^]] 
-Menacing Aura +  * [[#Mastermind]] 
-Miser? +  * [[#Menacing Aura]] 
-Natural Genius +  * [[#Miser^]] 
-Respect +  * [[#Natural Genius]] 
-Standard of Living+ +  * [[#Respect]] 
-Storage Locker +  * [[#Standard of Living+]] 
-Strength+ +  * [[#Storage Locker]] 
-Successful Career? +  * [[#Strength+]] 
-Talent+ +  * [[#Successful Career^]] 
-Team Player +  * [[#Talent+]] 
-Tough+? +  * [[#Team Player]] 
-Trained Assistants +  * [[#Tough+^]] 
-Trusted Contact +  * [[#Trained Assistants]] 
-Viscous+ +  * [[#Trusted Contact]] 
-Windfall+  * [[#Viscous+]] 
 +  * [[#Windfall]] 
 +</columns> 
 +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).
  
  
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 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 to take a hurdle outcome without rolling and describe how your weakness was exploited. In return you recover one to three burned fortune for your agent. 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 to take a hurdle outcome without rolling and describe how your weakness was exploited. In return you recover one to three burned fortune for your agent.
  
-==Flat Busted?==+==Flat Busted^==
 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 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?
  
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 ==Fragile Flower+== ==Fragile Flower+==
-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 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. Promote all minor conditions to conditions. In addition, place six more levels into your abilities as you wish.
  
-==Hard Life?== +==Hard Life^== 
-Your agent had a tough life, making them more able just in order to survive. When determining kcreds, reduce both starting and bank kcreds one step. In return, add two levels to any two abilities and start the game with one more fortune.+Your agent had a tough life, making them more able just in order to survive. When determining kcreds, reduce both starting and bank kcreds one step. In return, add two levels to any three abilities and start the game with one more fortune.
  
 ==Hardcore== ==Hardcore==
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 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. 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.
  
-==Heredity?==+==Heredity^==
 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 powerful ancestors? 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 powerful ancestors?
  
-==High Class?== +==High Class^== 
-Your agent was (or still is) part of a high class society. You add one level to any supplemental ability and one step towards starting gear. What high class society was/is the agent part of?+Your agent was (or still is) part of a high class society. You add two levels to any one supplemental ability and one step towards starting gear. Also increase your Agent's Mainstream rank by two. What high class society was/is the agent part of?
  
 ==Highly Compensated== ==Highly Compensated==
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 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. 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.
  
-==Low Class?== +==Low Class^== 
-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 was part of low class society. Reduce the maximum amount of points you can place into supplemental abilities by three and add one to all your core abilities. Increase your steps for determining starting gear by two. What low class society was the agent a part of?
  
-==Marketable Skill?==+==Marketable Skill^==
 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? 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?
  
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 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 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.
  
-==Miser?== +==Miser^== 
-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 to their bank. How did your agent get to be so miserly? +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 to their bank or burn a fortune. Whenever a Miser Agent has the most kcreds in their bank of all Agents at the end of scene, they earn a fortune draft. How did your agent get to be so miserly? 
  
 ==Natural Genius== ==Natural Genius==
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 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. 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.
  
-==Successful Career?==+==Successful Career^==
 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/does the agent do for a living? 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/does the agent do for a living?
  
 ==Talent+== ==Talent+==
-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.+Your agent has some talent (developed or innate) that gives them an advantage on occasion. You add two levels to two abilities and roll an extra die for each fortune draft, counting only the highest.
  
 ==Team Player== ==Team Player==
 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. 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.
  
-==Tough+?==+==Tough+^==
 Your agent is one bad dude. You gain a step of immunity to mental and physical, but not social, injury. What makes the agent so tough? Your agent is one bad dude. You gain a step of immunity to mental and physical, but not social, injury. What makes the agent so tough?
  
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 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. 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?==+==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? 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, Plussed =====+===== Options, Non-unique ===== 
 +<columns 100% first column attributes 50% second column attributes -> 
 +  * [[#Attractive+]] 
 +  * [[#Attribute+]] 
 +  * [[#Career Criminal+]] 
 +  * [[#Committed Agent+]] 
 +  * [[#Confirmed Loyalties+]] 
 +  * [[#Deep Training+]] 
 +  * [[#Excellence+]] 
 +<newcolumn> 
 +  * [[#Experience+]] 
 +  * [[#Expertise+]] 
 +  * [[#Standard of Living+]] 
 +  * [[#Strength+]] 
 +  * [[#Talent+]] 
 +  * [[#Tough+^]] 
 +  * [[#Viscous+]] 
 +</columns> 
  
karbon/agent_options.1348354075.txt.gz · Last modified: 2012/09/22 15:47 by JasonP