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Perks - Beta List v0.3.3
Posted by: Josh M (IP Logged)
Date: November 1, 2018 09:00PM

Still working on parts of this, but this is what we have so far in the Perks chapter:

Perks

Our skill list offers a variety of ways to customize your character. Even then, you may find that a particular skill would better suit your concept if it were delivered differently. Perhaps you‘ve come to like a certain skill, but wish that it covered a few more contingencies. Perhaps you want to add some unique style to your character that could be well represented by our game mechanics. Or perhaps you would like to advance your character in individual ways without interacting with Procedures.

A Perk is a Skill that builds upon other existing Skills such as First Aid, Vitality, Guns, or even Genius skills. The Perk augments the base skill or skills’ description in a way that enhances their use. There is a wide variety of possibilities for what you can do with Perks. Your imagination and our ability to work your ideas into our rule set will bring your Perks to life.

We will carefully review any proposal for a Perk you provide us via your Research Projects. Our goal is to provide you with an Original Perk that captures what you are looking for while still maintaining game balance and continuity.

Perks may be learned from people who Originated them by investing a Research Project to truly master them thoroughly. This takes a Personal Development Action from both the Student and from the Teacher if it is not in one their Favored Disciplines.

SPIRIT OF THE RULE: We‘ll frown upon any Perk that makes you an unstoppable killing machine, breaks the continuity and feel of our game, or brings you closer to becoming a Jedi. We’ve had two arcs to see a lot of things be suggested. And, even if we somehow miss something, we will go back and fix it. Please don’t make us do that.

Perks are divided into a few major types:

Advanced Classification - Perks that greatly affect your play experience, generally based upon your Classification, you may only ever have 1 Advanced Classification Perk. Choose wisely, this is a major decision for your character.

Delivery - Perks that affect the way in which you deliver Procedures of a particular Discipline or Disciplines.

Diagnostic - Perks that increase the amount or variety of information you can obtain with your Diagnose Skills.

Profession - Perks that give you options for creating your own Development Action opportunities, and providing unique assistance when you accompany others on theirs.

Cross-Discipline - Perks that support those looking to master two or more Disciplines or Methods.

Other - Perks that don’t neatly fit into other categories.

Examples

Advanced Classification, Point Cost: 50 CP

Hybrid Classification: [Classification #1/Classification #2]
Requirements: Favored Discipline in each Classification, Favored Discipline #1 Theory Level 3, Favored Discipline #2 Theory Level 3, Method #1 Theory Level 3, Method #2 Theory Level 3.
Trial: Observe 3 Procedure being used of each of Theory Levels 1, 2, 3 and 3 in the Disciplines you have chosen for this Perk, and have the people using them explain the principles of how they did it (roughly a minute to five minutes of roleplay for each Procedure being explained, the total should be at least 30 minutes of discussion in all).
Description: You may select another Favored Discipline, as your practiced mastery of your 2 Favored Discipline becomes second nature to you and gives you time for other hobbies. You can use the 2 Chosen Methods in the 2 Chosen Disciplines interchangeably with each other. You gain the benefits of the second Classification, and Effect calls that target that Classification now effect you. You are effectively both classifications.

Pure Classification: Aleph [Semohl/Yameen]
Requirements: Aleph [Semohl/Yameen] Classification, Favored Aleph [Semohl/Yameen] Discipline #1 Theory Level 3, Favored Aleph [Semohl/Yameen] Discipline #2 Theory Level 3, Method #1 Theory Level 3, Method #2 Theory Level 3.
Trial: Observe 3 Procedure being used of each of Theory Levels 1, 2, 3 and 3 in the Disciplines you have chosen for this Perk, and have the people using them explain the principles of how they did it (roughly a minute to five minutes of roleplay for each Procedure being explained, the total should be at least 30 minutes of discussion in all).
Description: You may select another Favored Discipline, as your practiced mastery of your 2 Favored Discipline becomes second nature to you and gives you time for other hobbies. You can use the 2 Chosen Methods in the 2 Chosen Disciplines interchangeably with each other. You gain an additional Personal Development Action for actions involving an Aleph [Semohl/Yameen] Discipline, and may select “Learn A Core Procedure: Aleph [Semohl/Yameen] Discipline” even if you already learned a Procedure during the Event.

Pure Classification: Dalet
Requirements: Dalet classification, Stealth Theory Level 4, Method #1 Theory Level 3, Method #2 Theory Level 2, Method #3 Theory Level 2.
Trial: Observe 3 Procedure being used of each of Theory Levels 1, 2, 3, and 4 in the Stealth Discipline, and have the people using them explain the principles of how they did it (roughly a minute to five minutes of roleplay for each Procedure being explained, the total should be at least 30 minutes of discussion in all). You must observe at least one Procedure being delivered by each Method: AMP, Device, Prepared, and Spontaneous.
Description: You may select another Favored Discipline, as your practiced mastery of Stealth becomes second nature to you and gives you time for other hobbies. You can use the 3 Methods in Stealth interchangeably with each other. You gain an additional Personal Development Action for actions involving Stealth, and may select “Learn A Core Procedure: Stealth” even if you already learned a Procedure during the Event. You may use your Dalet classification benefit twice as often.

Pure Classification: Gimel
Requirements: Gimel classification, Combat Theory Level 4, Method #1 Theory Level 3, Method #2 Theory Level 2, Method #3 Theory Level 2.
Trial: Observe 3 Procedure being used of each of Theory Levels 1, 2, 3, and 4 in the Combat Discipline, and have the people using them explain the principles of how they did it (roughly a minute to five minutes of roleplay for each Procedure being explained, the total should be at least 30 minutes of discussion in all). You must observe at least one Procedure being delivered by each Method: AMP, Device, Prepared, and Spontaneous.
Description: You may select another Favored Discipline, as your practiced mastery of Combat becomes second nature to you and gives you time for other hobbies. You can use the 3 Methods in Combat interchangeably with each other. You gain an additional Personal Development Action for actions involving Combat, and may select “Learn A Core Procedure: Combat” even if you already learned a Procedure during the Event. You gain another +1 Base Vitality.

Pure Classification: Tav
Requirements: Tav classification, Favored Discipline #1 Theory Level 3, Favored Discipline #2 Theory Level 2, Discipline Theory Level #3 Theory Level 2, Method #1 Theory Level 3, Method #2 Theory Level 2, Method #3 Theory Level 2.
Trial: Observe 3 Procedure being used of each of Theory Levels 1, 2, 3, and 4 in the Combat Discipline, and have the people using them explain the principles of how they did it (roughly a minute to five minutes of roleplay for each Procedure being explained, the total should be at least 30 minutes of discussion in all). You must observe at least one Procedure being delivered by each Method: AMP, Device, Prepared, and Spontaneous.
Description: The third Discipline you chose becomes Favored, as your practiced mastery of the others becomes second nature to you and gives you time for other hobbies. Pick one:
You may use 1 Method in 3 Disciplines Interchangeably.
You may use 3 Methods in 1 Discipline Interchangeably.
You may use 2 Methods in 2 Disciplines Interchangeably.
You gain an additional Personal Development Action for actions involving Production, and may select “Learn A Core Procedure: Production” even if you already learned a Procedure during the Event. You may now Prepare Procedures in 2.5 minutes instead of 5 minutes. Interviews for Psychology still take 5 minutes.

Pure Discipline: [Discipline]
Requirements: Favored [Discipline] Theory Level 4, Method #1 Theory Level 3, Method #2 Theory Level 2, Method #3 Theory Level 2.
Trial: Observe 3 Procedure being used of each of Theory Levels 1, 2, 3, and 4 in the Discipline you have chosen for this Perk, and have the people using them explain the principles of how they did it (roughly a minute to five minutes of roleplay for each Procedure being explained, the total should be at least 30 minutes of discussion in all).
Description: You may select another Favored Discipline, as your practiced mastery of your Pure Discipline becomes second nature to you and gives you time for other hobbies. You can use Engineering, Genius, and Technician interchangeably in your Pure Discipline. You gain an extra Personal Development Action after each Event to “Create a Formula: Pure Discipline”, “Create a Blueprint: Pure Discipline”, “Applied Science: Pure Discipline”, or “Learn A Core Procedure: Pure Discipline”. You may select “Learn A Core Procedure” for this even if you already learned a Procedure during the Event.

Pure Engineer
Requirements: Engineering Theory Level 4, Favored Discipline #1 Theory Level 3, Favored Discipline #2 Theory Level 2, Another Discipline #3 Theory Level 2.
Trial: Observe 9 Different Devices being used that have a Base Procedure in one of the three Disciplines you have chosen for this Perk, examine their Device Tags, and have the people using them and/or the people who made them explain the principles of how they used them or made them (roughly a minute to five minutes of roleplay for each Procedure being explained, the total should be at least 30 minutes of discussion in all).
Description: Discipline #3 becomes a Favored Discipline for you. You can use Engineering interchangeably between your three Favored Disciplines. You gain an extra Personal Development Action after each Event to either “Create a Blueprint: [Favored Discipline]” or “Learn A Core Modifier: Engineering”. You may select “Learn A Core Modifier” for this even if you already learned an Engineering Modifier or Blueprint during the Event.

Pure Genius
Requirements: Genius Theory Level 4, Favored Discipline #1 Theory Level 3, Favored Discipline #2 Theory Level 2, Another Discipline #3 Theory Level 2.
Trial: Observe a Procedure being used of Theory Levels 1, 2, 3, and 4 in each of the 2 Disciplines and 2 Methods you have chosen for this Perk, and have the people using them explain the principles of how they did it (roughly a minute to five minutes of roleplay for each Procedure being explained, the total should be at least 30 minutes of discussion in all).
Description: Discipline #3 becomes a Favored Discipline for you. You can use Genius interchangeably between your three Favored Disciplines. You gain an extra Personal Development Action after each Event to either “Applied Science: Favored Discipline” or “Learn A Core Procedure: Favored Discipline”. You may select “Learn A Core Procedure” for this even if you already learned a Procedure during the Event.

Pure Technician
Requirements: Technician Theory Level 4, Favored Discipline #1 Theory Level 3, Favored Discipline #2 Theory Level 2, Another Discipline #3 Theory Level 2.
Trial: Observe 9 Different AMPs being used that have a Base Procedure in one of the three Disciplines you have chosen for this Perk, examine their AMP Tags, and have the people using them and/or the people who made them explain the principles of how they used them or made them (roughly a minute to five minutes of roleplay for each Procedure being explained, the total should be at least 30 minutes of discussion in all).
Description: Discipline #3 becomes a Favored Discipline for you. You can use Technician interchangeably between your three Favored Disciplines. You gain an extra Personal Development Action after each Event to either “Create a Formula” or “Learn A Core Modifier: Technician”. You may select “Learn A Core Modifier” for this even if you already learned a Technician Modifier or Formula during the Event.

SPIRIT OF THE RULE: Similar Perks not listed here can be researched, but they will generally conform to these broad outlines.


Delivery Perks, Point Cost: 20 CP

Rogue
Requirements: Chemistry Theory Level 3, Stealth Theory Level 3.
Trial: PENDING
Description: You are skilled at on-the-fly modification of a melee weapon to deliver lethal chemicals, or to still be functional with non-lethal measures attached. You may spend a point of Engineering, Genius, or Technician from Chem or Stealth to deliver a packet-based Chem attack by Blade instead.

Energy Weapons Expert
Requirements: Physics Theory Level 3, Combat Theory Level 3.
Trial: PENDING
Description: You are skilled at rejiggering the mechanisms of a Mothership Approved Firearm to deliver devastating amounts of the primal forces of nature learned through your study of Physics. You may spend a point of Engineering, Genius, or Technician from Combat or Physics to deliver a packet-based Physics attack by Gun instead.

Brawler
Requirements: Combat Theory Level 3, Stealth Theory Level 3.
Trial: PENDING
Description: You are skilled at delivering devastating blows with your bare hands. You may spend a point of Engineering, Genius, or Technician form Combat or Stealth to deliver an attack from one of those Disciplines by Fist instead. You may elect to spend a point of Knockdown Punch instead of that point of Engineering, Genius, or Technician.

Thrown Weapons
Requirements: Combat Theory Level 3, Stealth Theory Level 3.
Trial: PENDING
Description: You are skilled at hurling thrown weapons to devastating effect with pinpoint accuracy. You may spend a point of Engineering, Genius, or Technician form Combat or Stealth to deliver an attack from one of those Disciplines by Packet instead.

Thug
Requirements: Combat Theory Level 3, Stealth Theory Level 3.
Trial: PENDING
Description: You are skilled at delivering devastating blows with lethal precision. You may spend a point of Engineering, Genius, or Technician from Combat or Stealth to deliver a Combat attack by Blade instead.

Sniper
Requirements: Combat Theory Level 3, Stealth Theory Level 3.
Trial: PENDING
Description: You are skilled at rejiggering the mechanisms of a Mothership Approved Firearm to deliver precision shots at long range, and dealing with the significant recoil from doing so. You may spend a point of Engineering, Genius, or Technician from Combat or Stealth to deliver a Stealth attack by Gun instead. You may spend an additional Engineering, Genius, or Technician to change the Discipline to Combat for the initial shot, but must RP recovering from recoil, reloading, changing settings, and aiming again for a full 10 seconds during which you cannot attack.

SPIRIT OF THE RULE: Similar Perks not listed here can be researched for other Disciplines and Delivery methods, but will generally conform to these outlines.


Diagnostic Perks, Point Cost: PENDING

EXAMPLES PENDING
(We are balancing making these fun with making them simple, we expect to have concrete Examples by mid-to-late November. Thank you for bearing with us in the meantime.)


Profession Perks, Point Cost: 40 CP

Emergency Management Doctor
Requirements: Biology Theory Level 3
Trial: PENDING
Description: You gain the following benefits:
You can start World Development Actions related to your expertise with humanitarian aid operations.
When you go on World Development Actions started by others, you bring your knowledge and expertise with you, affecting the outcome.
As a Personal Development Action, you can provide generic medical treatment to a person traveling with you on a World Development Action. Possible benefits include limiting the progression of any diseases they might have, the severity of their symptoms, or who they may infect accidentally during the Work Cycle.
With 5 minutes of RP, or instantly with the expenditure of 5 Biology Engineering, Genius, or Technician, you may set up a roughly 5 foot by 5 foot area with a blanket or other visible cues as a field triage unit. Heal Effects generated in the area Heal an extra 1 Vitality. You may use First Aid to Heal 1 Vitality in this fashion.
Payload: You know how to prepare a Field Hospital Payload for delivery to an offscreen location. It will be added to your character sheet when you take this Perk.

SPIRIT OF THE RULE: Similar Perks not listed here can be researched for other jobs, professions, and hobbies, but will generally conform to these outlines.


Cross-Specialty Perks, Point Cost: 40 CP

[Hybrid 2 Disciplines, 1 Method]
Requirements: Method Theory Level 4, Discipline #1 Theory Level 3, Discipline #2 Theory Level 3
Trial: PENDING
Description: You may use points from the chosen Method in the chosen Disciplines interchangeably.

[Hybrid 1 Disciplines, 2 Method]
Requirements: Discipline Theory Level 4, Method #1 Theory Level 3, Method #2 Theory Level 3
Trial: PENDING
Description: You may use points from the chosen Methods in the chosen Discipline interchangeably.

Primal
Requirements: PENDING
Trial: PENDING
Description: You move with your instincts, and your mind adapts rapidly to changing situations. You may treat your Mind and Tactics slots interchangeably.

SPIRIT OF THE RULE: Similar Perks can be researched, and will generally conform to these outlines.

Other Perks, Point Cost: Default 40 CP

Cybersurgeon
Requirements: PENDING
Trial: PENDING
Description: You gain the following benefits
When conducting Surgery, when picking Option C you may choose to install or remove an Implant of up to 1 Weight per point of Surgery expended on this choice.
When conducting Surgery, when picking Option A you may choose to apply the total Repair amount to an installed Implant without removing it first.
When conducting Surgery, when picking Option C you may choose to search for a Miniaturized Implant. If you find none, and you have points of Surgery remaining, you may pick Option C an additional time and search for a Microscopic Implant.
When someone else is conducting Surgery, if you join their RP for the duration of their Surgery you may give them the ability to pick options allowed by this Perk for the Surgery you assist with.

Field Engineer
Requirements: PENDING
Trial: PENDING
Description: You may spend Engineering to substitute for the Upkeep cost of Devices with a Base Procedure in that Discipline. You may also spend Engineering to substitute for CI/EO Resource requirements on such Devices.

Field Medic
Requirements: PENDING
Trial: PENDING
Description: When delivering a “Heal X Vitality after 1 minute RP” Effect, you may spend 1 appropriate Engineering, Genius, or Technician to change the call to “Heal X Vitality Instantly and Pain.” When delivering a “Surgery X after 2 Minutes RP” Effect, you may spend 2 appropriate Engineering, Genius, or Technician to change the call to “Surgery X after 10 Seconds RP and Pain and Subdue.” You may only select options A & B (Heal 5 Vitality, or Cure Bleed, or Cure Mangle) when doing Surgery in this expedited fashion.

Field Researcher
Requirements: PENDING
Trial: PENDING
Description: You may manufacture experimental AMPs at the Autoforge for Procedures you already know. You may spend Genius like Technician to reduce the cost of Experimental AMPs. Remember, unless specifically instructed otherwise, you may not look at the text of Experimental AMPs before using them.

Field Technician
Requirements: PENDING
Trial: PENDING
Description: When opening an AMP vial, you may spend Technician points like Genius to generate an effect from the same Discipline. When manufacturing an AMP, you may spend Technician like Genius to write an additional Procedure you know onto the tag. If it is too long, write “See Reverse Side” on the front of the tag, then write the effect on the back of the tag.

Fitness
Requirements: PENDING
Trial: PENDING
Description: You gain the benefits of Exercise (+1 Base Vitality) at every Event. If you spend a Development action on Exercise, it counts as Healthy Living and you gain a Bolster Death Sequence card.

[Implant] Tolerance
Requirements: PENDING
Trial: PENDING
Description: You may ignore the Drain effects of one Implant of the [Implant] type. This Perk can be acquired for multiple different [Implant] types, but never more than once for the same type.
Examples include: Animal or Plant DNA, Cybernetics, and Evolved Human DNA, among others.

Mech Pilot
Requirements: PENDING
Trial: PENDING
Description: You may wear and receive the full benefits of Power Armor or Assault Armor. REMINDER: You may only walk at a slow pace in these types of Armor.

Situational Awareness
Requirements: PENDING
Trial: PENDING
Description: When you use up a Resist in an Enhancement Slot, you may pay the cost three times to immediately reapply it, Reflexively (without having to say the complete Effect call out loud). You may not apply Barriers Reflexively.

Strength Training
Requirements: PENDING
Trial: PENDING
Description: You may spend X Engineering, Genius, or Technician to grant yourself +X to your Lift capacity, up to a maximum of your Base Vitality. Which Enhancement Slot this occupies depends on the Discipline of the Engineering, Genius, or Technician spent. Bio/Production: Body, Chem/Physics: Gear, Math/Psych: Mind. Combat/Stealth: Tactics.

Other Specific Examples Pending Approval



-Josh Marcus
Cast, FI 2
Head of Plot, FI 3



Edited 3 times. Last edit at 11/06/18 01:19AM

Re: Perks - Beta List V0.3.3
Posted by: Stu A (IP Logged)
Date: November 2, 2018 02:06PM

Learning is a bit squirly

Here is a list of available Personal Development Actions:
 Exercise - +1 Base Vitality (Default Personal Action)
 Learn A Core Procedure - You may only learn 1 Procedure per
Event
 Learn A Core Modifier - You may only learn 1 Modifier per Event
 Create a Blueprint
 Create a Formula
 Applied Theory - Turn a Procedure you know into a Skill you can
get with CP.
 Participate in a Personal Development Action someone recruited
you for.
 Teach a Perk that is not in a Favored Discipline for you.
 Learn a Perk that you have a willing teacher for.

Also:

Chapter 12: Technicians and AMPs
You may learn any Modifier that is equal or less than your Technician
Theory Level by spending 5 minutes Roleplaying with a willing teacher.
Some Perks and Procedures may allow you to substitute something
else for a willing teacher.
Alternately, you may learn a Formula that has a Total Complexity equal
to or less than twice your Technician Theory Level. This Formula may
have a Modifier you do not know or do not have the Technician Theory
Level to learn. In such a case, your character does not know how to
duplicate the Modifier on their own in other designs, but is skilled
enough to follow the Formula the teacher described to them. You
should spend 1 minute per level of Complexity Roleplaying the
teaching of the Formula with your willing teacher. Some Perks and
Procedures may allow you to substitute something else for a willing
teacher.a willing teacher for.

Pure Discipline: [Discipline]
...
You may select “Learn A Core Procedure” for this even if you already learned a Modifier or Formula during the Event.

Notes:
No limit on learning a perk other than number of dev actions - Prob fine
You can learn a Blueprint through Roleplay but there is no stated limit on it. I think the intention is one per event.
Pure discipline advantage is to learn a core proc and a modifier or formula. You can do that without the perk, I think this is a typo.

Re: Perks - Beta List V0.3.3
Posted by: Stu A (IP Logged)
Date: November 2, 2018 02:07PM

Also I think learning should have its own clear section summing up everything in Char advancement.

Re: Perks - Beta List V0.3.3
Posted by: David R (IP Logged)
Date: November 2, 2018 04:59PM

I think in the default case learning a modifier/formula uses your one 'learned' slot that learning a procedure also uses. I do agree learning could be a lot clearer though.

Re: Perks - Beta List V0.3.3
Posted by: Stu A (IP Logged)
Date: November 2, 2018 05:03PM

I believe the intention is you can learn One Procedure, and one Modifier, Blueprint, or Formulas, and one Perk per event unless you have perks to do otherwise.

<also limited by number of dev actions.>

Re: Perks - Beta List V0.3.3
Posted by: Josh M (IP Logged)
Date: November 4, 2018 01:16AM

Stu’s Comment directly above is correct, Although you could learn a modifier for both technician and engineer

The intention was also to only enable the learning of one park per event but that may have been left out as an oversight


-Josh Marcus
Cast, FI 2
Head of Plot, FI 3

Re: Perks - Beta List V0.3.3
Posted by: Stu A (IP Logged)
Date: November 4, 2018 11:39AM

Oh you can Tech and Eng, That I don't think is clear anywhere in the rules. Lets put together a learning section, and some examples of perks that allow extras of each category for new players.



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