- Why not make some of the bigger aspects, into backgrounds instead,
- like say Street trash: "You were born, in poverty,
- maybe as a result X. You've learn to survive of your wits and
- skills."
- (name needs a bit of work, this is just an idea. it doesn't fit streettrash
- so much
- as fitting anyone who needs to be cunning, better fluff is required,.
- ballance needs to be chaecked. a better name might be street survivor idk
- this is really just to show that other backgrounds are possible
- )
- I am aware that I've used a lot of skills here,
- But having more skill can be really cool,
- I mean most classes only start with two skills,
- Though I think I do need to cut down on the skills in this,
- this is very much just a quick sketch out of a rough idea)
- Street trash treat Blather as a basic skill,
- a begin play trained in deceive.
- Distracting opponents
- with quick words, has helped many escape from a sticky situation
- traits +ve:
- Thief:
- You've had to steal to survive, or maybe it's just greed.
- you begin play trained in security or sleight of hand.
- Uncanny luck: begin play trained in Gamble
- and may treat sleight of hand as a basic skill.
- Truly Uncanny Luck:
- Once per session, upon rolling a skill check,
- After the dice has been rolled,
- You may roll 1d10 and deduct that from your previous roll.
- this does not require a fate point to be spent.
- Fast Eyes and Faster Mind:
- knowing what others are up to has always been advantageous to you;
- You begin play trained in Lip reading and Scrutiny
- Unparsed.
- On the street bad shit can go down,
- you know that if you let it affect you now
- while it's still happening that could be unsafe.
- You mind instinctively projects itself,
- until it has time to deal with the problems.
- If you take Insanity, or ego barrier damage,
- you may choose to delay its effect until you can deal with it.
- for every 5 rounds you delay, you take 1 additional point of appropriate damage.
- **!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- ** This assumes that insanity points nolonger have the dark hersy rule
- ** of not having any effect until end of combat.
- **I take this belief from my reading of the angel Arael
- ** who has notes about what he would do if he turned someone
- ** insane incombat.
- **
- ** possible rewrite would be you can hold of ego damage
- ** (but not inbsanity since it's already held off)
- ** but for every five rounds held off you take
- ** 1 extra ego damage and one extra instanity damage
- ** !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
- Light Touch:
- you try not to leave a mark on the world.
- You do not incur the usual 1 pt of Collateral damage from being deployed,
- (while you do sell incidentally damage everything you touch,
- you do so much less than most pilots, and it is comparatively negligible)
- the are with which you act pays off too:
- in combat; until you cause a point of collateral damage
- you get a +10 bonus to you Sync Ratio.
- Your Own Man: anyone attempting to use the command skill on you
- takes a -20 penalty
- ~~~maybe something like people forget you are in the room (1 in 10 chance) seems very OP though
- ~~~ Maybe something about always fitting in, people forget that your new. I don't know
- Traits -ve
- Hoarder:
- You've never had much, and when you do have something, you've loath to give it up.
- If every anyone takes something of yours, (with or without your permission) roll a d10,
- if it comes up 3 or less you take 1 level of fatigue for the next week
- Secretive:
- You can't trust anyone, never have been able to.
- you were betrayed some time in your life.
- Explain yourself, your thoughts, you're feeling or your actions
- to others you take a -20 penalty to will power tests
- for the next 48 hours.
- -~this was inspired by something LDT-A did in a nWoD campaign
- Malnourished:
- Your frailer than you should be, do to irregular/poor meals for most of your life.
- take a -3 to Strength or Toughness or Agility
- Duty of Care:
- There is someone you have to look after, maybe a younger sister, maybe an aging parent.
- Work out who and why with your GM.
- You place caring for this person above all else.
- If you ever become aware that this person is indirect danger,
- you must pass a difficult (-10) willpower test or rush to their aid.
- If they are ever seriously hurt, (whether or not it is your fault, you'll blame yourself anyway for not being there)
- you loose 1d10 sanity points
- If the ever die you will loose 2d10+10 sanity points
- Starting wounds:
- Street trash start with 1d5+8 wounds
- Fate Points:
- Roll a 1d10 to determine your starting Fate Points. On a 1-7, you have 2 Fate Points. On a 8-10
- you begin play with 3 fate points.
- Characteristic background mod
- Weapon Skill 20
- (WS)
- Ballistic Skill 20
- (BS)
- Strength 20
- (S)
- Toughness 20
- (T)
- Agility 20
- (Ag)
- Intelligence 15
- (Int)
- Perception 25
- (Per)
- Willpower 20
- (WP)
- Fellowship 20
- (Fel)
- Synch Ratio 40
- (SR)
