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Darekun

Infinity World

Feb 24th, 2020
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  1. Paratime-Twisting Agencies
  2. In general, each agency is based in a timeline(or few) that has become a veritable utopia via the abundant resources of other timelines.
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  6. The Harmonium: Interworld Service
  7. The Harmonium is a high-tech society, an alliance between the only two timelines where projector stations function. Each projector station is the size of a city block, and enables a suitably-equipped conveyor shuttle to reach other Waves. Conveyor shuttles also function on their own as conventional single-Wave vehicles. Cross-Wave conveyor shuttles exist, but are expensive and frowned upon; these and conventional use of portals extend the Harmonium's reach beyond the 8 timelines within projector station range.
  8. The Harmonium is a strict meritocracy, divided into 7 "grades" and innumerable services. An individual can hold a different grade in each of multiple services; those who want to change jobs beyond their service can "test into" a new service, generally arriving at a lower grade. Most children are raised in "creches" on the two home lines of the Harmonium, and creche ties are socially stronger than family ties. Citizens — even children — are constantly tested and retested, and all promotion is based on talent and achievement. This is not a top-down mandate, but the cultural climate; citizens of the Harmonium take a very dim view of prejudice and nepotism, even nepotistic practices routine everywhere else.
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  10. The Caliphate: `
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  15. Stats
  16. Charming: `
  17. Patient: `
  18. Quick: `
  19. Tough: `
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  21. During creation, in place of choosing a Skin Move normally, you can choose a pool Move instead.
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  25. The Chameleon
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  29. The Mole
  30. This is not the paratime-twisting agency that has your loyalty.
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  32. This Skin isn't unique; any number of PCs can be The Mole. (An all-Mole party can be a fun one-shot.)
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  34. Look
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  36. Moves
  37. Take Second Skin, and make that Skin's choices.
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  39. (X) Second Skin
  40. Choose a different Skin. This choice *is* unique. You can take The Mole in secret, telling only the GM, and negotiate Skins using your Second Skin.
  41. You gain all the Moves, Look options, and anything else of your Second Skin — except you must use at least one Look option from The Mole. Other than this one Look option, you can function as your Second Skin… at least, at first.
  42. During play, at any time, you can drop a Move of your Second Skin and replace it with a Move from The Mole. This doesn't work one-to-one on Moves that are high-value or low-value; ask the GM for details in that case. Many low-value Moves you can simply drop this way.
  43. During play, at any time(but only once), you can reveal your true appearance, using only Look options from your true Skin.
  44. This Move is high-value.
  45.  
  46. ( ) Silver Tongue
  47. When interacting with another PC, you can ask their player how they'd react if you did something in particular. The player must reply OOCly and truthfully — except that if they're The Mole, they can reply OOCly as if they weren't The Mole.
  48. When you try to manipulate an NPC, either roll at +2, or first ask the GM how they'd react(as if they were a PC).
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  50. ( ) Secret Requisition
  51. You can also requisition equipment from your true masters. This jeopardizes your secrecy, but they trust you to keep it under wraps.
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  53. ( ) A Thousand Faces
  54. During play, at any time, you can reveal your "true" appearance, using any mix of Look options from your true Skin and your Second Skin. This "truth" is just the next in a never-ending stack of lies, but it functions as your true appearance until you next use this ability.
  55. Gain ( ) ( ) on your Personal Contact Advancement.
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  57. Advancement
  58. ( ) ( ) ( ) Add +1 to any stat.
  59. ( ) ( ) Take a Move from your Second Skin.
  60. ( ) ( ) Take a Move from any Skin(possibly your Second Skin).
  61. ( ) Reveal a Personal Contact nearby.
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  65. The Raven
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  69. Pool Moves
  70.  
  71. ( ) Ancient Atlantean
  72. You look human. Perhaps moorish, perhaps berber, perhaps a deep egyptian black, perhaps even grecian. But you're not. You're superior. In the wake of disaster, the blood of your descendants will/has spread among humans and ennobled their natures, but in you it runs pure and true.
  73. Your advantages aren't stats; you're simply superior in the fiction, giving you opportunities that humans lack. Lean into this, and away from reliance on the dice. Luck is not your friend. Certainty is.
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  75. ( ) Aquatic Atlantean
  76. Your hometown is in the deeps, built amid the sunken ruins of Atlantis. You can live on land in a human life, but the salt sea is ever ready to welcome you home.
  77. You can breathe, move freely, and thrive in salt water as well as on land. A human simply can't keep up with you at swimming. Details vary, since on different timelines where Atlantis exists, different peoples have colonized its ruins. Choose one, or write your own:
  78. ~~ You can transform between a humanoid shape and a mermaid, merman, or other merrow shape.
  79. ~~ You look essentially human, the differences are subtle. Your gills are inobvious on your chest or behind your jaw, you can somehow swim efficiently by undulating your body, your ears look human but can handle tremendous pressure changes, etc.
  80. ~~ You look like a human/marine life hybrid, perhaps like the Creature From The Black Lagoon or some Lovecraftian tentacular shape. Your body provides evolutionary advantages(envenomed spines, tremendous jumping with powerful swimming legs, several prehensile tentacles, etc), but on most inhabited timelines you're a freak.
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  82. ( ) Microworlder
  83. You're tiny, but otherwise human, from the timeline nicknamed "Microworld", where all of humanity(and many livestock species) inexplicably shrank in the late 1800s. The average microworlder is an inch and change tall, but essentially human, rather in violation of physics.
  84. You rely on the Carey formula to survive in other timelines. Fortunately, you have a regular supplier. A one-ounce batch is 50 weekly doses. Without it, you suffer 1 Harm per week in another timeline, which can only be recovered while back on the Carey formula or back in Microworld.
  85. You can't pass as a full-sized human. Like, at all. However, you can hide in pockets and the like without being seen. You can easily move about the clothing of a full-sized character. Likewise, there are a thousand hiding places your size in the average home, and plenty in full-sized characters's equipment. Normally, you simply do these things; in extreme circumstances you may need a Quick roll.
  86. +2 Quick, -2 Tough.
  87.  
  88. ( ) Parachronozoid
  89. Paratime travel is your birthright. `
  90. Usually, you'll want to take Pilot as well, but you may know only your own method of paratime travel, and lack interest in others.
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  92. ( ) People Of Yrth
  93. You're of a "fantasy" race, from a timeline where magic and an endless panoply of monsters have mired the world in eternal medieval stasis. You may be small(like a halfling) or large(like a half-giant). You may be an elf, a dwarf, a centaur, a goblin, a kobold, an ogre, an orcho, or any of a variety of others.
  94. +1 to one stat, -1 to another.
  95. You may have sensory advantages(an elf's hearing, a kobold's night vision, etc). `
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  97. ( ) Pilot
  98. However your paratime-twisting agency gets around, you're the one who does it, and you're versed in the methods of the others. With suitable paraphernalia, you can perform the rituals to Janus, god of doors. You can pilot and hotwire any conveyor shuttle. You can drive, fly, or otherwise helm anything with a focal referent. You can sail the Current Of Oz, with or without a keel. You can even navigate a fairy trod *while* tracking a white stag.
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  102. ○●〜
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