The PCs are considered "talented beginners," most or all of whom never have been off-world before. Perhaps only one (at most) of the PCs might have worked with the Institute before the game begins. No PC will know any other PC before the game begins.
Character point level = 140 base (+5 if native to Home, +5 if mundane)
Character point limits = -30 in disadvantages and quirks combined, with only up to -3 points from quirks permitted
Tech level = TL 8 base, though TL9 equipment and (limited) training may be provided by The Institute (and thus may be available to starting PCs). Note that many skills have TL modifiers that will be enforced during play.
Base of operation - Homeworld (a.k.a. "Home"), in a heavily-wooded private compound in Surry County, Virginia, USA (the operation primarily is underground, with living arrangements made on the surface inside the estate surrounding the compound)
Note that the Nefedov Institute will be a patron to all, so there is no point cost for advantages and disadvantages (access to advanced equipment, a patron with unusual reach in time and timeline quanta, contacts on other worlds, etc.) that come as a result of the common patron. Free skills: Computer Operation/TL8 (1 point), and Esoteric Knowledge [Multiverse] (1 point).
Exceptional abilities and possessions (such as magery, psionics, cinematic martial arts or other powers, (basic) gadgeteering; and off-world tech, bio-tech modifications, etc.) will be evaluated for reasonableness. As noted above, a character with any of these will be worth fewer points overall. In addition, no more than 30 points total may be spent on these sorts of abilities / powers / assets (total) at game-start.
On Magery and other esoteric abilities - No one native to Home may begin with any practical knowledge of Mana (e.g. knowing spells, magic rituals, magical properties of items, etc.), but it isn't out of the question that someone native to Home could have the Magery advantage at level zero (only) at the start of the game. It also is possible to increase that level over time as circumstances permit. Magery has a -50% accessibility limitation in this setting as only a limited number of world-lines will have mana levels above "none" and fewer still will provide the PCs the opportunity to enhance their knowledge of magic use. Quasi-magical alternatives to formal spell-casting (without the -50% accessibility limitiation) may be selected provided there is some real-world basis for them.
No PC is able to travel between world-lines / quanta without assistance in this game. Parachronozoids and such might exist, but will not be PCs.
The PCs are agents working for The Institute. This means that:
- They have
The Institute falsifies death explanations for the PCs, or otherwise cuts all their ties to outside society. |
no official record of existance outside the organization and thus are completely dependant on it, living full time in the region surrounding the base in Virginia.
- Contact with the outside is both very limited and strictly supervised.
- PCs must have no disqualifying physical or psychological characteristics
- PCs should have both 1) some field or fields of specialization, and 2) a lower-level general knowledgebase
They may have to adapt to a wide-range of unusual circumstances in varied settings without outside assistance. |
of some sort
Important: No consideration will be given to those who are not 100% loyal to the organization.
Most or all PCs will be native to Home, though one character may be selected who is from another world-line. If submitting such a character idea, you may submit a second idea for consideration that is from Home in case multiple individuals submit
i.e. an off-worlder, not a Non-Human |
alien PCs.
No character sheet is required to be completed until after being selected as a player, or as a reader who has agreed to remain on standby.
In the game's application thread, please note the following:
- The basis for your loyalty to the organization
- Your proposed area(s) of expertise
- Whether you are from Home or elsewhere, and
- Which (if any) exceptional abilities or items you would like to have at start.
If you wish to play a non-Homeline "alien," include an explanation of why the PC is helping off-worlders (from his or her point of view) and basic information on the world that the character once called home.