Difference between revisions of "The Eden Project"
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* '''Features''' | * '''Features''' | ||
** ''Habitat 1:'' Rooftop Terraces. A portion of the installation is given over to an artificial environment suitable for certain plants or animals. It may be a greenhouse, arboretum, zoo, or even “living laboratory” with a self-contained ecosystem. The habitat may serve primarily as a place of rest and quiet contemplation, a home for pets or rare creatures, or have more practical uses, including the generation of oxygen (from plants) or the growth of food for the inhabitants of the installation. | ** ''Habitat 1:'' Rooftop Terraces. A portion of the installation is given over to an artificial environment suitable for certain plants or animals. It may be a greenhouse, arboretum, zoo, or even “living laboratory” with a self-contained ecosystem. The habitat may serve primarily as a place of rest and quiet contemplation, a home for pets or rare creatures, or have more practical uses, including the generation of oxygen (from plants) or the growth of food for the inhabitants of the installation. | ||
− | ** ''Living Space | + | ** ''Living Space 3:'' The headquarters includes all the necessary amenities for people to live there full-time. This is usually a number of residents equal to the HQ’s power level comfortably (possibly more, at the GM’s discretion). It includes bedrooms or private suites, kitchen facilities, dining area, and common living areas. Characters can live in a headquarters lacking this feature short-term, but they’re not likely to be very comfortable. |
** ''Personnel 2:'' The HQ has a staff of personnel commensurate with its size and facilities. The staff is made up of characters cre- ated and controlled by the GM and tasked with servicing the headquarters. As such, they shouldn’t be considered all-purpose Minions of the occupant(s). A base’s personnel may help defend it in case of attack, but they’re not going to go out on missions or otherwise assist outside of their duties. This feature simply ensures there’s some- one taking care of the place while the owner isn’t at home. | ** ''Personnel 2:'' The HQ has a staff of personnel commensurate with its size and facilities. The staff is made up of characters cre- ated and controlled by the GM and tasked with servicing the headquarters. As such, they shouldn’t be considered all-purpose Minions of the occupant(s). A base’s personnel may help defend it in case of attack, but they’re not going to go out on missions or otherwise assist outside of their duties. This feature simply ensures there’s some- one taking care of the place while the owner isn’t at home. | ||
** ''Power System:'' A power system makes the headquarters completely independent of outside power. It has its own generators (which may be solar, geothermal, nuclear, cosmic, or anything else the designer wants). They provide the base’s entire power needs. The headquarters also has emergency back-up power should the generators fail. This generally lasts for a number of hours equal to the HQ’s power level. | ** ''Power System:'' A power system makes the headquarters completely independent of outside power. It has its own generators (which may be solar, geothermal, nuclear, cosmic, or anything else the designer wants). They provide the base’s entire power needs. The headquarters also has emergency back-up power should the generators fail. This generally lasts for a number of hours equal to the HQ’s power level. | ||
− | ** ''Secret | + | ** ''Secret 3:'' This is similar to the Concealed feature except the headquarters is not so much concealed as it is “hiding in plain sight,” its existence as a headquarters unknown. So, for example, people assume the abandoned house on the hill or the old, closed-down factory are just that. This feature increases the DCs of checks to discover the lair—typically starting at DC 10—by +10, with each additional application increasing them by +5 to a maximum of +30 (for truly “top-secret” locations). |
=Eden NPC's= | =Eden NPC's= |
Revision as of 00:26, 29 September 2020
Eden Mechanics
- Size: Huge (3)
- Toughness: 11
- Features
- Habitat 1: Rooftop Terraces. A portion of the installation is given over to an artificial environment suitable for certain plants or animals. It may be a greenhouse, arboretum, zoo, or even “living laboratory” with a self-contained ecosystem. The habitat may serve primarily as a place of rest and quiet contemplation, a home for pets or rare creatures, or have more practical uses, including the generation of oxygen (from plants) or the growth of food for the inhabitants of the installation.
- Living Space 3: The headquarters includes all the necessary amenities for people to live there full-time. This is usually a number of residents equal to the HQ’s power level comfortably (possibly more, at the GM’s discretion). It includes bedrooms or private suites, kitchen facilities, dining area, and common living areas. Characters can live in a headquarters lacking this feature short-term, but they’re not likely to be very comfortable.
- Personnel 2: The HQ has a staff of personnel commensurate with its size and facilities. The staff is made up of characters cre- ated and controlled by the GM and tasked with servicing the headquarters. As such, they shouldn’t be considered all-purpose Minions of the occupant(s). A base’s personnel may help defend it in case of attack, but they’re not going to go out on missions or otherwise assist outside of their duties. This feature simply ensures there’s some- one taking care of the place while the owner isn’t at home.
- Power System: A power system makes the headquarters completely independent of outside power. It has its own generators (which may be solar, geothermal, nuclear, cosmic, or anything else the designer wants). They provide the base’s entire power needs. The headquarters also has emergency back-up power should the generators fail. This generally lasts for a number of hours equal to the HQ’s power level.
- Secret 3: This is similar to the Concealed feature except the headquarters is not so much concealed as it is “hiding in plain sight,” its existence as a headquarters unknown. So, for example, people assume the abandoned house on the hill or the old, closed-down factory are just that. This feature increases the DCs of checks to discover the lair—typically starting at DC 10—by +10, with each additional application increasing them by +5 to a maximum of +30 (for truly “top-secret” locations).
Eden NPC's
Key Figures
Korby Corvid Affinity, Delta A bit of a stoner, Korby was very involved in Burning Man and other deliberate-community festivals, specializing in building "useful art," out of things he scavenged from the terrain and other festival-goers. He continues to build helpful shelters, storage spaces, and other bits of survivalist engineering for the folk at Eden. There is always a small bed of "Korby's goods" to provide him with smokables as a Thank You for his contributions. Korby's always followed around by corvids, who flock to him. He speaks to them as if they were people, and have given signs of understanding him and speaking back. They have warned him of impending trouble before. | |
Tiny Tim Able to fold space to create large spaces hidden within small edifices, Delta Tim is a 7'5" tall man who hit puberty early and was nearly 6 ft tall before leaving elementary school. He was teased mercilessly as a result, which originated his nickname, and always hunched himself into the smallest shape possible. In the Manhattan incident, he disappeared into a tiny pocket dimension from which he only recently emerged to find the island drastically changed. Tim is deeply empathetic to those who are outcast and bullied, and upon re-emerging in Manhattan, he found many who solicited his sympathies. He had been a tiny home aficionado before the incident, and he now found himself able to create micro safehouses with surprisingly accommodating interiors. He is a quiet man who does his best to fold himself into the background, but he has been instrumental in sheltering the needy of Manhattan, including some who fled the fall of the first Eden. He has brought some home to the new Eden and is actively engaged in maintaining safehouses for others who are still in need. | |
Grand Bradshaw aka Plisskin Reptile Mutations, Beta/Gamma Grant is a humanoid reptile. When properly heated, he has well above average Abilities. If he gets cold, his abilities all drop to well below average and he becomes very lethargic. Having had to defend himself over the years, he has become a very good fighter. Grant has very reptilian features, complete with nictitating membrane. He is tall, lean, muscular and has very small scales over the entirety of his body. He wears heavy clothes in multiple layers. He carries hot water bottles inside the front pocket of his hoodie, when he cannot find any survival heat packs to use. Grant is fairly shy and soft spoken. He has always been a bit different and has dealt with being bullied his whole life. He now finds himself physically imposing to most people, something he finds most distressing. For all that he dislikes "pushing his weight around" he has learned to survive in Manhattan and he needs food, shelter, and heat. He has decided to survive, but longs for a better way. Oh, and the name? He didn't choose it. Some old guy started calling him that when he first arrived and started spreading it around. He's not really sure why. | |
Tantrum Super Sensory/Physical Awareness, Enhanced Reflexes, Beta Short in stature but big in personality is Tantrum. Five feet tall and almost as wide, sporting a long beard with singed tips, he is sometimes just referred to as "The Dwarf". He and his brother, Temper, operate a garage and shop that mainly focuses on auto-repair, which is mainly the purview of Temper, while Tantrum uses the shop for other purposes, such as salvaging parts and sheet metal to upgrade his own large, over-muscled vehicle (lovingly referred to as "The Tank"), which he uses to distribute food from Eden, or constructing explosives for the defense of his chosen tribe, in case anyone tries to take what they have. He is primarily a wheelman and one-man dwarven demolition team.
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