
Recommended but optional rules
Score: 273 | 12/26/22 |
FIXME These rules are recommended but fall into the realm of optional. Playtest may push these into required play.
- Cheat Skills - Tied to the Wealth priority. The player gets 1 skill per priority level (1-4) skills that are deemed cheat skills. A cheat skill may exceed the foundation level by two to represent extra training or a knack for it. It is possible the GM can award up to two additional ranks in the skill, based on in-game interactions and achievement.
- Another Everyman Foundation (need a name for this) - This is tied to several different items based on the skills added. Like an everyman foundation, this is based on the highest foundation the character possesses. Based on events in-game these skills are generally considered "cheat skills." More than one of these skills can be added multiple times to the foundation to represent multiple associations.
Several skills are known to be here:- Wealth - The ability to get money or items of value without cash on hand, by credits, cashing in on reputation, or even squeezing others to hand it over. Overuse can lower the score just as much as working on more connections of this sort can change the value through in-game effects. This ability should have a modifier to identify the type, location, or similar that the wealth is tied to.
- Connections - This represents how well the character is connected to a group of people. This is commonly used to get extra information, invites to locations, and minor recognition. Overuse can lower the score just as much as working on more connections of this sort can change the value through in-game effects. This ability should have a modifier to identify the type, location, or similar that the connection is tied to.
- Contacts - While similar to connections, this is differentiated by being a much more comprehensive tie to an organization, group, or singular person. This represents how well the character is connected to the subject. This contact can be used to do anything within their power but at the risk of their further help. Overuse can lower the score just as much as interacting and working to help them can raise it. This ability should have a modifier to identify the organization, group, or individual to which the contact is connected.