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[HOE] More Mundane Background
Here's two more for you guys to check out:
MB: Freaky Twins (3 pts. each)
This mundane background is unusual in that it must be taken by two
characters (a set of identical twins to be exact). The twins can be played
by different or the same player.
Everyone's heard stories about identical twins sharing an empathic
bond and "knowing what the other is thinking". Well studies done before
the war proved this to be true in many cases. Twins were able to guess
each other's thoughts and actions with a markedly higher accuracy than
non-identical twins or siblings. Interestingly the occurance of twin
births was showing a marked rise in the years leading up to the war, but
records indicate that Freaky Twins were still exceedingly rare.
Note that this edge should be taken to represent twins that have a
supernatural bond (despite that it's a MUNDANE background). If you just
want two characters to look the same then you can do that for free.
To take this edge the characters must both spend 3 edge pts.
Taking this edge also places some limits on what other edges, hinderances
and skills the two characters can take in the following way:
1. Any physical skills must be taken by both (you can't have one twin be
purty and the other not, they're IDENTICAL). Some exceptions are allowed
as determined by the marshal (if one twin was burned by acid then he could
be ugly as sin, and the other not).
2. The twins must have grown up close together so neither twin may have a
skill level more than 2 pts. from the other. Note that if one twin has a
skill at level 2 or 1 the other may have it at 0. After character creation
there is no limitation of what skills and skill levels each twin can take.
So what does being a Freaky Twin do for you? Well the twins share
an empathic bond that lets them have a sense of what the other twin is
feeling and thinking. You'll rarely see two twins accidently shooting at
the same target at the same time (but you'll often see them doing it on
purpose) or both dodging to one side. In game terms the two twins can
wordlessly communicate to each other any complete idea that can be summed
up in a 1/2 dozen words. Examples: "You go left, I go right." "He's the
one we want" "DODGE!" In combat this can only be done once per round per
twin. This shouldn't need to be policed too closely unless the player(s)
start outlining intricate strategies in midst of combat.
Also at the start of any round of combat (after action cards are
dealt) either twin may make a spirit roll against a TN of 5 + Deviation
Modifier (see below). If one twin succeeds at the roll then they may swap
one action card each (doesn't have to be highest). If both twins make the
roll then one twin may "convert" his highest action card to match a card
of the other's (does not have to be highest). Sleeved cards and red/black
jokers may not be swapped.
Example: Tom and Tim are in a fight. They draw cards and Tom gets
the Ace of Spades, Tim's highest card is a ten. They both roll and make
thier spirit tests. Tim's ten becomes an Ace of Spades and in unison they
both turn on their attacker and open up on him.
Deviation Modifier: It's be documented that the more twins
individualize themselves the more their psychic bond degrades. It was
never conclusively proven whether this was a real-world measurable effect
or purely psychological (and it probably never will be). Find the skill
that two twins have the greatest difference in (treat no skill as a level
0 skill for this). Now add in the total number of points of edges and
hinderance that the twins do not both have and divide by 2. This is the
twin's Deviation Modifier and is added to the base TN of 5 for the spirit
roll. If the twins dress identically (they don't have to use the same
equipment, just the have the same clothes) then subtract 1 from the
Deviation Modifier.
Example: Tom and Tim have been adventuring for awhile now. Tom has
become badly scarred (Ugly as Sin, 1 pt.) and Tim has developed a
hankerin' for tobacco (1 point Hankerin'). Likewise Tom's really gotten
good with his rifle (skill 5) and left his pistol behind (skill 3) and Tim
has done the opposite. All their other skills are only a point apart or
less.
So there are two points of edge/hinderance that they don't share
and they have a difference of 2 in their skills. So that's 2/2 =1 for
edges/hinderances and 2 for skills = 3 pt. Deviation Modifier. This means
that the TN for them to make spirit rolls to swap cards is a base 8 now.
If Tom and Tim dress alike that TN would drop by 1 to a 7.
Suggestion: I would suggest that one player play both twins. The reason is
that if two players play them once the novelty wears off their going to be
stuck with virtually identical characters (unless they like that kind of
thing).
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MB: Savant (1-5 pts.)
The Savant is similar to The Natural mundane background, but taken
to the extreme. These individuals have developed ability in a certain area
of skills to almost the exclusion of all others.
When taking the Savant MB the player should select a "package" of
skills along with the points cost of this edge. The character receives a
bonus to any rolls with these skills equal to the edge cost, and a penalty
in ALL other skills equal to the edge cost.
So if the Savant took the "Gun-nut" package (bound to be popular)
at level 4 he would receive a +4 to all rolls for shooting and
weaponsmithing, and a -4 to all other skill rolls (including dodging and
fighting).
Packages
Gun-nut: Character know all about guns including how to field strip an
M-16 in 45 seconds ("Run Forrest, Run!"). Character receives bonuses to
all shooting and weaponsmithing rolls. If the marshal prefers to use
tinkerin' for things like clearing jammed guns and modifying guns then the
character gets the bonus to this skill as well, but only when using it on
guns and gun related parathenalia.
Gear-head: Character can fix machines with a skill a junker would envy,
and with the help of browsers too! Gets bonus to any tinkerin or mechanic
skill.
Tech-nerd: Electronics are your thing. Too bad there's so few left these
days. Gets bonus to any electronics or computer rolls.
Artsy-Fartsy: You can actually draw/paint/sketch your way out of a paper
bag. Gets bonus to any artistic ability skills. Can't see this one being
taken a lot, but included for completeness.
Virtuoso: You ARE god's gift to music. Gets bonus to any musical
instrument skill and any performing roll that involves an instrument
Thespian: You can always get your point across, and well. Gets bonus to
any performing or tale-telling rolls. Also gets bonus for persuassion
rolls where his/her voice can come into play.
Theo McGuckin - SysAdmin, JLab
"Are we going to push it to the edge of the envelope, and beyond Brain?"
"No Pinky, we may however reach the sticky part."