Introduction to the Jack Type
Typically, Jacks are the main characters you hear about, or think about, when you think of grand adventures. They are the rogues, the swashbucklers, the entertainers and the tricksters. A blend of charisma, deadly wit, and adaptive nature help them be best suited to tasks that don't fit so neatly for Glaives and Nanos.
Jacks fit well in society. Many possess a natural charm that ingratiates them to people around them -- until they develop a negative reputation amongst a people they are generally accepted and embraced. They are known as those who keep everything moving.
Tier One Setup
Choose Your Background
Jack Origins fit one of the following three backgrounds. This will not only give a bit of direction to your personal story, but will also impact how you earn XP and describe your Tier advancement.
- Born Lucky
- Perhaps your ancestors were part of a genetic experiment. Perhaps your genes are simplt stronger. Perhaps you're stronger, faster, and stronger than the average human. Whatever the point, a part of who and what you are stands out from the crowd. Some sort of genetic advantage has allowed you to become what you are.
- Advancement: Training, study, and practice are the key to advancement here. You have a propensity to learn, but you still have to start the process. Sometimes, it's a matter of this actually unlocking innate genetic traits you never knew you had.
- Perhaps your ancestors were part of a genetic experiment. Perhaps your genes are simplt stronger. Perhaps you're stronger, faster, and stronger than the average human. Whatever the point, a part of who and what you are stands out from the crowd. Some sort of genetic advantage has allowed you to become what you are.
- School of Hard Knocks
- No one helped you learn -- at least not intentionally. Instead, you had to learn on your own, the long and hard way. This has made you perceptive, adaptive, and canny. You learn best in the midst of adversity, where a problem you never encountered before must be overcome.
- Advancement: Wariness and curiosity couple to improve your character. For you, it's a matter of trying, adapting, and working through problems until new opportunities and abilities arise.
- No one helped you learn -- at least not intentionally. Instead, you had to learn on your own, the long and hard way. This has made you perceptive, adaptive, and canny. You learn best in the midst of adversity, where a problem you never encountered before must be overcome.
- A Cobbled Jumble
- You claim no single source for your abilities. You truly do whatever you need to, take whatever you need to, and alter yourself however you need to in order to progress. You may add a cybernetic implant for one trick, develop a drug treatment to increase a pool, and study under a master to learn a new skill.
- Advancement: Advancement for this Jack is both the easiest, and most difficult, as there is no clear path to advancement. Instead, it's more a matter of grasping opportunities as they come before you.
- You claim no single source for your abilities. You truly do whatever you need to, take whatever you need to, and alter yourself however you need to in order to progress. You may add a cybernetic implant for one trick, develop a drug treatment to increase a pool, and study under a master to learn a new skill.
Set your Starting Stats and Pools
- Might: 10
- Speed: 10
- Intellect: 10
Other stats:
- Add an edge of 1 to the state of your choice
- Effort: 1
Skills:
- Trained skill level in the skill of your choice (not attack or defense)
- At the beginning of each game day, choose one task (not attack or defense). You will be trained in that task for the day.
Practiced in Light and Medium weapons: Use light weapons without penalties.
Other Weapons: Heavy weapons cost an additional difficulty step.
Cypher Maximum: 2
Tricks of the Trade: Select 2 from the Tier 1 Tricks of the Trade below.
Starting Equipment:
- Clothing (Your design)
- Two weapons of your choice.
- Light Armor
- An explorer's pack
- A pack of light tools
- Two random Cyphers (GM will provide)
- One random Oddity (GM will provide)
- 8 Shins
If you chose a ranged weapon as one of your weapons, you will have 12 of the corresponding type of ammo.
Consider holding off on choosing weapons and armor until we've also fleshed out your Fighting Moves, Descriptor, Homeland, and Focus.
GM will also work with you to help you create your general connection to the world
Tricks of the Trade
Tier One Tricks of the Trade
- Bash (1 Might cost)
- Combat Ruse (1 Speed cost)
- Decipher (1 Intellect cost)
- Gather Rumors (1+ Intellect cost)
- Hedge Magic (1 Intellect cost)
- Pierce (1 Speed cost)
- Practiced in Armor
- Rope Trick
- Sabotage
- Skill with Defense
- Thrust (1 Might cost)
- Trained with Armor
- Tracer (1 Intellect cost)
- Vision
Tier Two Tricks of the Trade
- Blackout (2 Intellect cost)
- Brute Finesse
- Contortionist (2 Speed cost)
- Crowd Control (3 Intellect cost)
- Erase Memories (3 Intellect cost)
- Experienced Adventurer
- Eye for Detail (2 Intellect cost)
- Far Step (2 Intellect cost)
- Hunker Down (3 Speed cost)
- No Need for Weapons
- Opportunist
- Push (2 Intellect cost)
- Quick Recovery
- Reload (1 Speed cost)
- Sense Ambush
- Surprise Strike (3 Speed cost)
- Threaten (3 Intellect cost)
- Ward
Tier Three Tricks of the Trade
- Controlled Fall
- Enhancement (4 Intellect cost)
- Gambler
- Hover (3 Intellect cost)
- Improvise (2 Intellect cost)
- Mind Reading (4 Intellect cost)
- Onslaught (2 Intellect cost)
- Revelation (3 Intellect cost)
- Shock to the System (4 Intellect cost)
- Skill with Attacks
- Subterfuge
- Tool Mastery
Tier Four Tricks of the Trade
- Ambusher
- Analytical Combat
- Confounding Banter (4 Intellect cost)
- Deadly Aim (4 Speed cost)
- Implant Suggestion (5 Intellect cost)
- Lunge (2 Might cost)
- Outwit
- Preternatural Senses
- Seize Opportunity (5 Speed cost)
- Slice (2 Speed cost)
- Spray (2 Speed cost)
- Transdimensional Weapon (3 Intellect cost)
- Tumbling Moves (5 Speed cost)
Tier Five Tricks of the Trade
- Feint (3 Speed cost)
- Snipe (3 Speed cost)
- Successive Attack (2 Speed cost)
- Targeting Eye
- Mask (5 Intellect cost)
- Mastery With Defense
- Open (5 Intellect cost)
- Uncanny Luck (4 Speed cost)
- Vigilant (7 Might cost)
Tier Six Tricks of the Trade
- Energy Protection (4+ Intellect cost)
- Exploit Advantage
- Inspiring Success (6 Intellect cost)
- Invisibility (5 Intellect cost)
- Parry (6 Speed cost)
- Spin Attack (6 Speed cost)
- Spring Away (6 Speed cost)
- Stimulate (6 Intellect cost)
- True Senses
- Twist of Fate