Honorary Clan Member (3 pt. merit)-
Through blood, honorable act, or some twist of fate; you've amazingly
been
accepted by one of the clans despite you're Out Worlder status. This
merit
gives you friends, access to equipment, and (most of all) help when
you
need
it... Of course, less happily so, you gain the enemies and weaknesses
of
your honorary clan...
Gifted (5 pt. Merit)-
You are of the Gods, or perhaps the devil watches his own... In HALF
the
time it normally takes you have gained mind powers. This may make you
a
messiah or a freak... Either way, you have power eariler than
others...
SYSTEM: In 1.5 years you gain the average mind powers and abilities
'normal'
Out Worlders gain after 3 years of exposure.
Drifter (2 pt. Flaw)-
Maybe you hate Karaka, or maybe you crossed some touched toes, or
maybe
you
just can't find your place; at any rate, you cannot settle down and
become
any sort of member of any settlement or Clan on Karata. You are most
likely
a complete loner, but there are cases of drifters coming together.
Either
way, you do not live in settlements, and you do not help any of the
clans.
This sort of nomadic life makes it hard for you to keep or even MAKE
friends
or allies. You are must likely looking toward to a lonely, short life.
Cursed (6 pt. flaw)-
Poor, sickly creature. Even after 3 years, you have no mental powers.
You
have neither the green eyes, or the mental gifts. Even if you DO gain
any
powers, you have only HALF of what a normal Karakian would have.
SYSTEM: You have no powers after 3 years, the normal amount of time a
Out
Worlder gains mental powers. In 4 and a half years, you may gain HALF
of
what a normal Out Worlder would have...
Backgrounds:
Goods (resources)-
Goods are the things you have collected from your crash, or the
things
you
have found. Goods are like money on Karaka, and only less valued than
money
or water...
1- Some basic stuff. A small, working motor, and some clothes.
2- Some nicer things. A personal cooling unit. A space suit. Some
tires.
3- Nice, average things. A transport unit of some sort. Building
materials.
A slave.
4- Great things. A landrover. A gallon of jet fuel. A room-sized
cooling
unit. Some sort of space food.
5- Rare-to-never-seen-things. A complete, working space ship. A tank.
A
robot.
Establishment-
Establishments are personal living quarters you have. They are
anything, but
a one-room in a settlement... To a burnt-out ship in the wastelands.
1- Small and simple, and not hidden.
2- Average. Probably a two-room in a settlement. You're still lucky.
3- Getting better. You might even have this one hidden a bit.
4- Caverns. Hidden, and big, and well-stocked.
5- Damn! Why do you ever leave?
Advanages??????
Mutant genetics-
Of all those Out Worlders crashing in from Earth,
you
might
best understand and adapt to Karaka. Because you're somewhat superior
to
normal humans, and you understand what it's like to be stuck in a
weird
situation.
Mutants are RARE, even on Earth. On Karaka, they are basically
unknown
of.
Many believe they are a superior strand of homo sapiens. Others
believe
they
are just a freak strand of the homo stock, something that just
randomly
occurs. It was bound to happen.
Either way. Mutants are different from normal humans on a genetic
level. in
physic reality, this difference translates to a bit superior
attributes that any mutant has
SYSTEM: Mutants get 3 points to spend
at character creation. These three points can be spend in any
configeration on these mutant powers:
Strength-
1- Add two dots to strength
2- Add four dots to Strength
3- Add five dots to strength
Stamina-
1- Add two dots to stamina
2- Add four dots to Stamina
3- Add five dots to stamina
Speed-
1- Add two dots to dexterity
2- Add four dots to dexterity
3- Add five dots to dexterity
Intelligence
1- Add one dot to intelligence, and one dot to wits
2- Add two dots to intelligence, and two dots to wits
3- Add two dots to intelligence, and three dots to wits
Natural hunter
1- Add one dot to hunting, and one dot to tracking
2- Add two dots to hunting, and two dots to tracking
3- Add three dots to hunting, and two dots to tracking
Ok, I've been thinking on this very thing, and here are some ideas for
merits and flaws, that could easily apply to other offworlders as well.
Here goes:
Flaws:
Sensitive to light:
+1pt - Can function in daylight but suffers from debilitating headaches;
add 1 to all difficulties
involving vision-related actions.
+3 pts - Cannot function in daylight; must wear protective goggles or be
blinded.
Sensitive to heat:
+1pt - Tires 25% more quickly in the burning hot sun of the Karakan desert
+3pts - Must wear environmental-protecting gear, with coolant, or suffer
heat exhaustion after 1
hour in the sun (shade offers some relief, but not much)
Hotheaded:
+1pt - Must make a moderate Willpower roll at Standard difficulty under
stressful situations or go
into a fighting frenzy which will last (Stamina * 8) actions,
during which time the character's
effective Intellect will be 0. The character will attack ANYONE
nearby, even friends only have
a 50% chance of being ignored by the rampaging character, and the
character will not
stop until everyone is either unconscious or dead, or has fled
the scene. In their normal
everyday life, the character is noticably more volatile and
emotional than a normal person.
+3pts - Same as above, but +3 to the difficulty of the roll
Technologically Illiterate
+3pts - The character was simply a passenger on the ship that
crashed/landed on Karaka. The
character may have NO technical skills of any kind, and has 5
fewer ability points to spend
in the Skills category.
Merits:
Technologically Advanced:
-3pts - The character belongs to a technologically advanced race and have
an additional 5 points to
the Skills/Knowledge categories (5 points total, split amongst
the two categories)
Tough:
-1pt - The character suffers little from the blistering heat of the desert
(+1 to Stamina)
-3pts - The character is incredibly resilient (+2 to Stamina)
We will add more as needed for the game system