While we didn’t get a chance to finish creating characters for Strange Beginnings, the first story arc in my End of the Institute campaign, I had enough to go on to work on the perks a couple of my players would gain.
The first character is an Investigator that will be taking the position of an Archivist Assistant. For this character I have created two abilities:
Tie the Cord: You gain an asset to History, Research, or Investigation rolls pertaining to associating your current situation to a historical event or to a recorded statement you have read. Enabler.
Compel the Statement: (Not available immediately in Session One until the Archives are back in operation)
Cost: 1 Intellect point per Level of the target
You’ve learned from the best and know the techniques to get answers out of those that do not wish to reveal anything. You ask a pointed question or make an unexpected comment and cause the target to answer a question asked or implied of your choosing. The answer may not be what you are wanting, it may not be direct, but it will be true. You can only use this ability on the same target once per day. Action.
The second character is a Protector that has taken the position as a Medic in the Medical & Welfare department. This department is newly formed in the aftermath of the events prior to the campaign. This character will receive the following positions perks:
Equipment: Combat Medic Bag – Grants an asset to reducing the stress of another character or to moving that character up the damage track.
You have enough supplies at your disposal to be able to quickly patch up a comrade to allow them to function as though they are one level higher on the damage track for one hour.
You may only do this once until you restock back at the institute’s facilities.
Only available out of combat.
May only grant the asset to oneself with the assistance of another character.
Facilities: Available after cleanup and the space has been renovated. Acknowledging the evidence of what has transpired, the Trustees will retrofit a room at the back entrance into a private, fully stocked operating room. You have all of the benefits of the Combat Medic Bag within the facility. You halve the time required to reduce stress, move up the damage track, or recover pool points of the character you are treating.
While useful, they are not game breaking or over-powered and should prove to have some interesting effects on the game.
When the others choose their positions, I’ll create and add their perks as well.

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