Special abilities by Service Group/Secret Society?So what started as a thought experiment is now turning into a project, and my idea to play out a proper Straight campaign has me brainstorming about setting up proper narrative elements to make other aspects of a character relevant beyond their ability to pull a trigger. In the fiction, various Service Groups and Secret Societies absolutely dominate the lives of the citizens of Alpha Complex, so I'm exploring ways to make them relevant to the type of game I'm setting up.
In this case, the groups a particular clone is a member of can grant certain special abilities they can break out during play. I list a few of the examples I've come up with so far, but I'd love to hear some of the ideas other fans of the setting come up with.
PLC: the ability to to come up with some "unrequisitioned supplies" spontaneously from secret caches they've set up in a pinch.
CPU: Using their superior expertise of paperwork to overpower even the most procedure-obsessed paper pusher in their way.
Power Services: An uncanny ability to find that perfect air duct/access hatch/service conduit to get themselves into, out of, or around trouble spots.
Death Leopard: Arrange for a spontaneous party/flash mob to break out at a particular location to provide chaos and cover.
Corpore Metal: The ability to arrange any moderate/sever wounds to be replaced with proper mechanical upgrades for as long as that clone stays alive, along with the in-game bonuses they would provide.
Mystics: I mean, all kinds of various drug-based effects that could either boost the PC or hinder their opponents.
What kind of group-based abilities and dirty tricks would you come up with?
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