Bears the Mark of an Old World

Published January 7, 2014 by


Description

You share a deep connection with one of the previous “worlds” of Earth. It could be an alien infection that changes your DNA, a colony of nano-machines, an implant, memories that are not your own, etc. You tend to be introspective but curious, your desire to understand what is inside you spurns you to explore the outside. You have visions or dreams of this ancient age, often they are meaningless but sometimes they are helpful.

Whenever you encounter a creature, cypher, artifact (or anything else that your GM decides) there is a 1 in 1d8 (13%) chance that it shares a connection with the same world as you. If it does, you are aware of the connection.

Details

GM Intrusion: A normally peaceful creature or machine is aware of what you are and it is an enemy of your world!

Connection:

Pick one other PC. When you get a vision that character sees it too.

Additional Equipment:

You begin play with one random cypher from the same world as the mark you bare.

Minor Effect Suggestions:
A nearby harmful cypher does not work on you for one round.
Major Effect Suggestions:
A creature or machine ceases to be hostile.
Tier 1:

World Affinity: Cyphers from your world function as one level higher for you. Furthermore if it is depleted you can squeeze one more activation out of it before it dies. Enabler.

Analyse (1 Intellect points): You instantly know the function of any item from your world. If it’s a creature/machine you gain rudimentary understanding of its capabilities and motivations (if any). Action.

Communicate (1 Intellect points): You can mentally communicate with any creature or machine from your age for one minute. Action.

Tier 2:

Companion: You gain a level 3 creature or automaton from your world as a companion that follows your instructions. You and the GM work out the details of the creature. It has a target number of 9 a health of 9, and it inflicts 3 points of damage. Its movement is based on it’s creature type (avian, swimmer, and so on). If your companion dies you can search 1d6 days for a new one. Enabler.

World Empathy (2 Intellect points): You can convince a creature or machine within 30 feet (9m) from your world that you mean it no harm. It will not attack you so long as you and your allies do not attack it. If your actions would violate its motivation or previous instruction (such as moving passed it when it is guarding something) you must succeed in an Intellect attack against it or it becomes hostile. Action.

Tier 3:

Performance Tweak (3 Intellect points): You can boost the power or function of an item from your world. Increase its damage or defense bonus by +2 for one minute. If the item doesn’t deal damage or provide defense increase its effects by one level (this stacks with World Affinity and Greater World Affinity). Action.

Savant: You are considered trained in crafting (any) so long as the object is from your world. Enabler.

Tier 4:

Greater World Affinity: Artifacts from your age (or the majority of their components) function one level higher for you. Furthermore if it is depleted you can squeeze one more activation out of it before it dies. Enabler.

Old World Ally: Whether it be a group of relic hunters, a shadow thieves guild, alien ghosts, a clutch of creatures or a machine A.I., you gain a powerful ally. They can help you when you call on them, providing information, food and shelter or other resources.  It’s up to you and your GM to workout the details of this relationship but it should be moderately useful (perhaps equal in strength to a long term benefit).

Tier 5:

Greater Performance Tweak (5 Intellect points): You can boost the power or function of an item from your world. Increase its damage or defense bonus by +4 for one minute. If the item doesn’t deal damage or provide defense increase its effects by two levels (this stacks with World Affinity and Greater World Affinity). Action.

Master Savant: You are considered specialized in crafting (any) so long as the object is from your age. Enabler

Tier 6:

Improved Companion: Your companion increases to level 5. As a level 5 creature, it has a target number of 15 and a health of 15, and it inflicts 5 points of damage. Enabler.

Greater World Empathy (6 Intellect points): You can control a creature or machine within 30 feet (9m) from your world. You control it for as long as you focus all your attention on it, using your turn each round. If your commands would violate its motivation or previous you must succeed in an Intellect attack against it or you loose control. Action.

  • Joshua Dudley

    This focus seems both overpowered and a little clunky. The ability to gain an additional use out of a cypher for free, along with communicate and analyze, seems like too much for first tier. This issue seems to continue all the way up.
    Also, this is a focus that’s likely to be too complicated or almost useless. Your GM will either have to take the time to detail what cyphers, creatures, etc. are from that age, or will have to decide mid-play what things relate to that age and what doesn’t. Either way, it’s a hassle unless the GM is specifically planning on using this type of story.
    It is a neat idea, though. I’d like to see a version that’s a little less powerful, and possibly a little more open-ended. Maybe something that links the character to previous ages in general. Someone who sees visions of the past, and knows a lot of strange lore. Just my thoughts.