Mordel's Bar & Grill
Testing out some faction info.
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Kraken
Federated Suns
Marshal
Marshal


Joined: 04-Feb-2002 00:00
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PostPosted: 07-Aug-2008 20:36    Post subject: Testing out some faction info. Reply to topic Reply with quote

This is the faction info for a new faction that I've been using in my campaign; I just want to see if people think it's balanced before I allow the players to create any characters using it.

New Nauvoo

The region of New Nauvoo was established by differing groups of settlers seeking to escape religious persecution. Nestled away firmly within a mountainous region, these settlers formed a mutual bond with one another as their shared histories and the difficulties in surviving brought them closer.

Due to how far removed the region was from all other parts of civilization, it was spared the destruction that ravaged the rest of Caph. Few invaders thought it worth the effort to attack, and those who did found that the settlers knew full well how to take advantage of the terrain.

As such, the region is surprisingly wealthy and educated. However, the residents understand that the price they pay for their freedom is the possibility that each and every one of them may one day be called upon to defend it. While not xenophobic, the residents are still wary of outside threats.

Languages:
Primary - English
Secondary - German, Hebrew, Latin, Greek, Arabic

Bonus Skills:
*The culture in the region encourages people to at least be active even if not fit. As such, players may choose one of the following: Martial Arts / Any +3, Blades +3, Archery +3, Rifles +3, Running +3, Swimming +3, or Acrobatics +3.

*Characters receive Tactics / Defensive as part of the Basic Training MOS package. This reflects the region's skill in fighting defensively.

*Characters who take the Military Scientist, Planetary Surveyor, or Special Forces MOS packages will receive either Deseret Alphabet +3 or Navaho +3. This is due to both languages being used as code languages (Navaho is spoken, while Deseret Alphabet is written).

Bonus Traits:
*Due to the region's history, religion and personal honor play a large part in day-to-day affairs. As such, all characters must take Quirk / [belief system] [1] and Quirk / Honor Code [1]. Note that religious intolerance is frowned upon, and so a character can literally choose any system or even none at all.

*There is a 5% chance that any one character will have either Combat Sense & Madness / Berserker or Sixth Sense & Madness / Catatonic. It affects both genders equally, and the Madness appears to be tied into the special ability.

Life Path Limitations:
Civil Service is mandatory for all residents of the region who are physically and mentally fit. So long as a character resides in the region, then upon entering Stage 3 they must either join the military or double-up with the Paramilitary life path; as service is until the day you die or become unfit, even if a person leaves the military they are still bound to paramilitary service.

For Paramilitary service, the character receives Rank [1] on their first pass through. Event rolls 3 - 7 earn the character Demotion [1], while 14 through 18 earn the character Promotion [1].
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