Supereon 1 Backgrounds: Difference between revisions
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The BOPs in Supereon One are written with forward compatibility in mind, so they use sc as a monetary system. Remember to multiply this by 10 if you are using amber (a). | The BOPs in Supereon One are written with forward compatibility in mind, so they use sc as a monetary system. Remember to multiply this by 10 if you are using amber (a). | ||
== Castaway == | === Castaway === | ||
You were born in the swaying hold of a great seafaring [[vessel]], and know the water better than the land. Whether you are simply a lifelong member of a sailing crew, or a citizen of a floating colony, you know your way around the coast and are adept at facing the challenges of the sea. | You were born in the swaying hold of a great seafaring [[vessel]], and know the water better than the land. Whether you are simply a lifelong member of a sailing crew, or a citizen of a floating colony, you know your way around the coast and are adept at facing the challenges of the sea. | ||
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Gain 5d20x2 sc (or take the average, 104 sc). | Gain 5d20x2 sc (or take the average, 104 sc). | ||
== <big>Survivor</big> == | === <big>Survivor</big> === | ||
Through fate or fortune, you survived a terrible tragedy. Your entire village or community was utterly destroyed, leaving you to fend for yourself with not a single coin or amber to your name. | Through fate or fortune, you survived a terrible tragedy. Your entire village or community was utterly destroyed, leaving you to fend for yourself with not a single coin or amber to your name. | ||
Revision as of 10:19, 19 August 2024
The BOPs in Supereon One are written with forward compatibility in mind, so they use sc as a monetary system. Remember to multiply this by 10 if you are using amber (a).
Castaway
You were born in the swaying hold of a great seafaring vessel, and know the water better than the land. Whether you are simply a lifelong member of a sailing crew, or a citizen of a floating colony, you know your way around the coast and are adept at facing the challenges of the sea.
Gain 12 Skill Points, which you can spend on any of the following skills. With this feature, you may put up to 4 points into any individual skill. You may exceed this limit by gaining Skill Points from another feature.
- Acrobatics. Balancing
- Athleticism. Applied Force, Athletics, Sprinting
- Crafting. Carpentry, Cartography, Woodcarving
- Influence. Intimidating, Gossiping
- Knowledge. Geography, History, Vehicles* [water]
- Luck. Fortuity, Scavenging
- Observation. Eavesdropping, Perceiving
- Performance. Entertaining, Instrument*, Savior Faire
- Survival. Navigating*, Sheltering
Occupational Bonus
If you take a profession with the MERCANTILE tag, gain +2 Savoir Faire.
Or if you take a profession with the UNDERWORLD tag, gain +2 Intimidating.
If your profession has both tags, choose one bonus.
Starting Wealth
Gain 5d20x2 sc (or take the average, 104 sc).
Survivor
Through fate or fortune, you survived a terrible tragedy. Your entire village or community was utterly destroyed, leaving you to fend for yourself with not a single coin or amber to your name.
Skills
Gain 16 Skill Points, which you can spend on any of the following skills. With this feature, you may put up to 4 points into any individual skill. You may exceed this limit by gaining Skill Points from another feature.
- Acrobatics. Balancing
- Athleticism. Applied Force, Athletics, Sprinting
- Crafting. Carpentry, Cartography, Cobbling, Cooking, Leatherworking, Weaving, Woodcarving, Painting, Pottery, Smithing
- Knowledge. Art, Engineering, Geography, History, Law, Medicine*
- Luck. Scavenging
- Observation. Intuiting, Perceiving
- Performance. Instrument*
- Survival. Animal Handling, Dungeoneering, Foraging, Nature, Navigating*, Sheltering, Sneaking, Tracking
Occupational Bonus
If you take a profession with the WANDERER tag, gain +2 Scavenging.
Starting Wealth
You have nothing but the clothes on your back. You do not gain the typical starting equipment from your profession.