Character Creation
With some homebrew notes under each sectionSophont
- 3 Abilities and...
- Human: Astral Meta
- Verin: Double Meta
- Sazashi: +2 Attributes, Claws, Tail, Extra Mantra, Akjhe
Banners
- 1 Mantra
Provenance
- 1 Mantra
- 2 Skills
- 1 Ability
Mantle
- 2 Skills (Char creation only)
- 1 Ability
And then choose 1 mantra for yourself. So you end with:
- 3 Mantra
- 4 Skills
- ~5 Abilities
Sophont
Banners
For more information about these Banners, read their Introduction. This takes you away from the RPG content and into the Narrative Universe.
Provenance
Your provenance encompasses your life circumstances of your early years, somewhere up to your mid-20s.
Hubworlder
You grew up on a world that serves as a primary hub for a Banner, where there was always a safety net for failure, education was common, and scarcity was rare.
Base SkillsTribe: Metropolitan
Chaos was a constant—things were always in wane while yet more things waxed into renaissance. With so much populace you learn to cope with a crowd.
Enochlophilia: [Passive] Negate maluses caused by crowds.
You grew up among the unwanted of society. Life might have been tough, but you lived by your own rules.
Tribe SkillsSeedy Inspiration: [Active/Narrative] Describe to the Narrator an intellectual skill needed from your childhood. Activate this ability to gain a +1 to a check of said skill.
Cosmic Nomad
You were raised in the cold environment of space. In such confined spaces the faces were familiar, setting foot on solid ground was a rare experience, and everyone had a part to play in maintaining the quota.
What was your first profession? Gain either ++ to that skill, or choose a 2nd and gain + to both.
- MütOrg Farmer or Medical Assistant (Biology)
- Port Escort or Junior Xenotherapist (Anthropology)
- Scrap Welder or Wayship Custodian (Engineering)
- Astroid Technician or WayRoute Planner (Navigation)
Tribe: Stationeer
You worked in a stationary platform, whether that be orbiting a planet or operating in deep space. You see many new faces, and get to glean something from each.
Always Familiar: [Active] When activated, you can ask two questions to the GM about a culture.You grew up aboard a Wayship, where gravity was generated by gravity plating or centrifuges.
Living in fluctuating orientation and gravity has made you resistant to disorientation.
[Active Ability] Negate a Rank of Motion Sickness or 0-G sickness.
[Mantra] "Always be prepared to change course."
Colonist
You come from a world that had been colonized at one point. The condition of fringe worlds vary greatly, and can range from near hub-like to an apocalpytic wasteland. Being so away from the rest of the galaxy has left you as a stranger in a strange land.
Base SkillsTribe: Survivor
The world you grew up on approaches the realm of inhospitable. Whatever the reason, civilization has failed, and you were left to survive.
Tribe SkillsHardened: [Passive][Narrative] Describe a horror faced on your world, be it physical or mental. If physical gain +2 Armor, if mental gain +2 SDR
Despite being cut off from the hubworlds, your world survived its trials. Civilization lives on, and imparts its knowledge onto you.
Tribe SkillsWildcard: [Active/Narrative] Describe what your world specialized in to survive. Activate to reroll a single dice when using related skill.
Metropolitan
You grew up in the thrum of a city where everybody had a hustle and nobody had a name. Chaos was a constant—things were always in wane while yet more things waxed into renaissance. The greatest threats were falling behind and the greed of others.Skill Bonuses
- +1 to navigating large cities
- +1 to navigating a crowd
Mantras
- Welcome in those in need, but never forget it is your home.
- Never let a good deal escape your grasp.
Mantles
Need a doctor mantle, and a tank (Rook), and a ParkouristRename Commander to Diplomat or something
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