5. *OPTIONAL* Bonus!
Feb 11, 2015 12:29:56 GMT -8
Post by Storyteller Joy on Feb 11, 2015 12:29:56 GMT -8
Bonuses at Creation!
These Bonuses are COMPLETELY 100% OPTIONAL.
100% OPTIONAL.
You Do NOT have to take ANY Bonuses.
REPEAT: NONE.
You get the OPTION of taking these and more as Improvements to your character. They are additional challenges, bonuses, negative mojo.... Things that make your character be poked in various directions from the Staff.... etc.
Did we mention COMPLETELY OPTIONAL?
100% OPTIONAL.
You Do NOT have to take ANY Bonuses.
REPEAT: NONE.
You get the OPTION of taking these and more as Improvements to your character. They are additional challenges, bonuses, negative mojo.... Things that make your character be poked in various directions from the Staff.... etc.
Did we mention COMPLETELY OPTIONAL?
You can go forth into our game without taking ANY bonuses. BUT. If you want a challenge, love storytellers breathing down your neck while whispering sweet evil in your ear- then please... Step right this way...
YOU CAN CHOOSE ONE BONUS
But You can request a second and the staff will take that into consideration for your personal story line.
The more detailed the better.
The more detailed the better.
Everywhere:
Bringer of the Apocalypse –
You may only take this at Creation.
You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.
Pick a sign of the Apocalypse (maybe with help from the group) that has already been revealed to you from the list below.
Whenever you use Luck, you’ll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper’s job to bring the sign into the story. Further, the below are “examples” there are other signs that may come into play that are not listed below.
Example signs:
- Prophesy
- Tarot Card Reading / Fortune telling
- Odd person told you
- Birthmark
- Betrayal
- An army of monsters rises
- Rain of fire
- Eternal darkness
- Things from beyond
- Take your throne
- Red sun
- The Portal opens
- Plague
- Learn your true name
- The Stars are Right
- Breaking the Seal
- Murder of the King
- The Beast slouches into the world
- Become the Dragon
- The Coronation
- Your Hosts assemble
- The fall of the Tower
- The seas boil
- Natural disasters
- Judgment Day
- World war
- Famine
- Ancient Evil reborn
When all your Luck is used, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.
Fate
You get to decide what sort of fate is in store for you. Choose how you found out about your fate from the list below.
How You Found Out (pick one):
- Nightmares and visions
- Some weirdo told you
- An ancient cult found you
- Attacked by monsters
- Sought out by your nemesis
- Trained from birth
- You found the prophecy
- You found your special weapon
- Sacrifice
Then pick two heroic and two doom tags for your fate, from the lists below. The tags determine how your fate will unfold. It's okay to pick tags that contradict each other: that means your fate is pulling both ways. Whenever you mark off a point of Luck, the Keeper will throw something from your fate at you.
Heroic tags (pick two):
- You are the Champion
- Ancient prophecies
- You can save the world
- Secret training
- Magical powers
- Mystical inheritance
- The end of monsters
- A normal life
- True love
- Hidden allies
- Visions
- Divine help
Doom tags (pick two):
- Death
- You can't save everyone
- Impossible love
- Failure
- The end of days
- Hosts of monsters
- The source of Evil
- No normal life
- Loss of loved ones
- Treachery
- Doubt
- Sympathy with the enemy
- Damnation
- A nemesis
Earth Only – Limited Harpeah
The Following are Chosen at Creation- However Earth bonuses may or may not be useful on Harpeah, but begin with characters. (Where as Harpeah bonuses will be given to you in character if your character reaches Harpeah’s soil and progresses. It may take time, and they aren’t instantly there.)
Agency- Earth
Decide who it is you work for. Are they a black-budget government department, a secret military arm, a clandestine police team, a private individual's crusade, a corporation, a scientific team, or what?
Is the Agency's goal to: destroy monsters, study the supernatural, protect people, gain power, or something else? (ST Choice is also an option, there are a few “groups” out there in game too)
Pick two resources tags and two red tape tags to describe how the Agency operates:
Agency Resources (pick two)
- Well-armed
- Cover identities
- Well-financed
- Offices all over the place
- Rigorous training
- Good intel
- Official pull
- Recognized authority
- Weird tech gadgets
- Support teams
Agency Red Tape (pick two)
- Dubious motives
- Budget cuts
- Bureaucratic
- Take no prisoners policy
- Hostile superiors
- Live capture policy
- Inter-departmental rivalry
- On-call 24/7
- Secretive hierarchy
- Cryptic missions
Haven-Earth
You have a haven set up, a safe place to study and work.
Pick three of the following options for your haven:
- Armory. You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon, roll +Weird. On a 10+ you have it, and plenty if that matters. On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing.
- Infirmary. You can heal people up here, and have the space for one or two people to recuperate. The Keeper will tell you how long a patient's recovery is likely to take, and if you need extra supplies or help.
- Lore Library. When you hit the books, take +1 forward to investigate the mystery (as long as historical or reference works are relevant).
- Magical Laboratory. You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (the use magic move, big magic, and other magical moves).
- Mystical Library. If you use your library, preparing with your tomes and grimoires, take +1 forward for use magic.
- Oubliette. This room is isolated from every kind of monster, spirit and magic that you know about. Anything you stash in there can't be found, can't do any magic, and can't get out.
- Panic Room. You have a room set up, with essential supplies and protected from almost anything, mundane or mystical. You can hide out there for a couple of days.
- Protection Spells. The haven is safe from monsters – they cannot enter. Monsters might be able to do something special to evade the wards, but not easily.
- Workshop. You have a space for building and repairing guns, cars and other gadgets. Work out with the Keeper how long any repair or construction is likely to take, and if you need extra supplies or help.
Independently Wealthy- Earth
Through deeds or inheritance, you have become a person of means with an immense amount of funds and influence available to meet your needs.
Pick two of the options below as benefits of your status:
- Faithful Companion: Years ago, an honorable tribesman or local saved you life and has traveled with you ever since. You gain an Ally (How to Build your Ally) who is talented and loyal to the death.
- Entourage: You never go on a hunt without your faithful servants to carry your gear and take care of other laborious tasks that might distract you from the hunt. You gain a Team: Subordinates (motivation: to follow your exact instructions) (See how to Build your Ally for information on Ally’s/Minions… This specific “team” are played by the player or the staff and are “faceless minions” without much personal direction and will zip merrily off in fear- probably not going with you to Harpeah…) with skills appropriate to travel, camping, and domestics. Note that these people are not risk takers and will run from any combat situation.
- Vehicle Aficionado: You have a massive collection of vehicles in your personal collection and the contacts to get one delivered to even the remotest location, given time. Once per mystery you can have any type of civilian class vehicle on hand. Commercial and military class vehicles will require Keeper approval.
- Equipment Cache: You have access to large inventories of mundane gear and rapid delivery service. If you need something special from there, roll +Sharp. On a 10+ you have access to it, and plenty if that matters. On a 7-9 you have access to it, but only the minimum. On a miss, you receive the wrong thing.
- Call in a Favor: You have friends in high places. If you get into trouble with the local authorities you can make a few calls, roll +Cool. On a 10+ you are released and have diplomatic immunity in the area. On a 7-9 you are released but they are keeping an eye on you. On a miss, you are dropped off at the border and told not to come back. Home Away From Home: You have numerous luxury hide-aways located all over the globe. Each is private, secure, well stocked, and capable of housing 4-6 people comfortably.
- Open Invitation: You are known in all of the right social circles. If you need to get an audience with someone or access to a restricted location, roll +Sharp. On a 10+ you welcomed with open arms. On a 7-9 you are received with suspicion. On a miss, you are refused.
- Old Alma Mater: Your generous annual donations to your old university have not been forgotten. If ask for a bit of research assistance, gain +1 on an investigate the mystery roll. (as long as the relevant information is available to the university)
Harpeah Only- Limited Earth
The Following are Chosen at Creation- However will be given to you in character if your character reaches Harpeah’s soil and progresses. It may take time, and they aren’t instantly there. (Where as Earth bonuses may or may not be useful on Harpeah, but begin with characters.)
A part of a Sect/Clan/Species order.
You are a part of an ancient, secret order. On Harpeah there are three types of these organizations. Sects – which basically function like an agency from earth, Clans- groups of individuals not bound by magic or species but by choice, who work, live and travel together and Species Specific Sects whom work for the good of their entire species.
Players can choose to “influence” their choice of group by choosing information below. But the storyteller and the world ultimately choose how they come into play for your character.
Traditions- (Pick 2 of each)
Good:
- Knowledgeable
- Ancient lore
- Chapters everywhere
- Magical Lore
- Fighting arts
- Flexible tactics
- Secular power
- Modernized
- Open Hierarchy
- Nifty gadgets
- Magical Items
- Integrated into Society
- Rich
Bad:[/b][/font]
- Dubious Motives
- Tradition-bound
- Short-sighted
- Tyrannical Leaders
- Poor
- Total Obedience
- Paranoid and Secretive
- Closed Hierarchy
- Factionalized
- Strict Laws
- Mystical Oaths
- Obsolete Gear
- Uses No Magic/ Forbidden Magic
Independently Wealthy- Harpeah [/font]
Through deeds or inheritance, you have become a person of means with an immense amount of funds and influence available to meet your needs.
Pick two of the options below as benefits of your status:
- Faithful Companion: You will (or perhaps have) saved a local’s life- or someone important to them, or an item… somehow you’ve managed to win their undying loyalty. You gain an Ally (your choice of motivation) who is talented and loyal to the death. (How to Build your Ally)
- Entourage: You have faithful servants to carry your gear and take care of other laborious/mundane tasks that might distract you from living the life you want to live. You gain a Team: Subordinates (motivation: to follow your exact instructions) with skills appropriate to travel, camping, and domestics. Note that these people are not risk takers and will run from any combat situation. These people may also be animals who have limited intelligence or “lesser” creatures in Harpeah, including but not limited to sprites, goblins, brownies, etc.
- Animal Lover: You have a massive love for animals- and animals (those who are not able to have sentient thought, like say a Shapeshifter). You have the ability to find good quality mounts and vehicles without too much trouble. Merchants, Farmers and breeders all can tell you have a way about you that suggests you not only know your way around animal flesh, but you have the money to care for their beloved pets. **To buy a vehicle/animal(s) or to borrow wagons/carts/carriages etc. You need to be in a logical place for these things.. It’s based not on your personal ability to tame a wild deer, but have enough wealth that people are willing to do a few favors for a few gems and gold pieces… Warrior trained animals will require Keeper approval.
- Equipment Cache: You have access to large inventories of mundane gear and rapid delivery service. If you need something special from there, roll +Sharp. On a 10+ you have access to it, and plenty if that matters. On a 7-9 you have access to it, but only the minimum. On a miss, you receive the wrong thing. --- In Harpeah it’s limited to high fantasy things… what guns and explosives you can get are on the older side of things--- not the newer.
- Call in a Favor: You have friends in high places. If you get into trouble with the local authorities you can make a few calls, roll +Cool. On a 10+ you are released and have diplomatic immunity in the area. On a 7-9 you are released but they are keeping an eye on you. On a miss, you are dropped off at the border and told not to come back. (Typically in Harpeah these friends are members of your species or Element.
- Home Away From Home: You have numerous luxury hide-aways located all over the globe. Each is private, secure, well stocked, and capable of housing 4-6 people comfortably. (Requires places you’ve visited… You can establish them as you travel. (Ain’t it lovely to be rich?)
- Open Invitation: You are known in all of the right social circles (based on species and element- some places won’t care…) . If you need to get an audience with someone or access to a restricted location, roll +Sharp. On a 10+ you welcomed with open arms. On a 7-9 you are received with suspicion. On a miss, you are refused.
Haven-Harpeah[/font]
You have a haven set up, a safe place to study and work. This location must be set up and picked in character at a specific location- or set up as a covered wagon for transport. (If a wagon/magical room you are limited to Army, Infirmary, Protection spells, Workshop as options and you only get to pick 2[/font] other options instead of three. )
Pick three of the following options for your haven:
- Armory. You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon, roll +Weird. On a 10+ you have it, and plenty if that matters. On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing. (Guns and explosives are limited in Harpeah, and thus require a 10+ to maybe have an rare one in stock)
- Infirmary. You can heal people up here, and have the space for one or two people to recuperate. The Keeper will tell you how long a patient's recovery is likely to take, and if you need extra supplies or help.
- Lore Library. When you hit the books, take +1 forward to investigate the mystery (as long as historical or reference works are relevant).
- Magical Laboratory. You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (the use magic move, big magic, and other magical moves).
- Mystical Library. If you use your library, preparing with your tomes and grimoires, take +1 forward for use magic.
- Oubliette. This room is isolated from every kind of monster, spirit and magic that you know about. Anything you stash in there can't be found, can't do any magic, and can't get out.
- Panic Room. You have a room set up, with essential supplies and protected from almost anything, mundane or mystical. You can hide out there for a couple of days.
- Protection Spells. The haven is safe from monsters – they cannot enter. Monsters might be able to do something special to evade the wards, but not easily.
- Workshop. You have a space for building and repairing guns, cars and other gadgets. Work out with the Keeper how long any repair or construction is likely to take, and if you need extra supplies or help.
Once you've chosen a Bonus move!
Your done! Put your new character up for approvals in the Pending App Folder!