Zones and archetypes
From Verge
When designing Verge, I originally made Zones (aka Archetypes) very mechanically significant. Here are the notes I created and eventually tossed out.
This section describes the Zones available for the Virtual Convergence setting. If none of these Zones appeals to you, work with your GM and the rest of the player group to create a Zone that you like better.
Types of Sources
Tweak
Change the face of any single die — yours or the GM's — any time you are rolling. There is no limit to how many times you may do this during a Session but you may only tweak one die per roll.
Enhancement
Add two extra dice to your dice pool before rolling. You may do this only once per roll.
Reserve
Your Source gains 4 boxes. You may check off one or more boxes to add that many dice to your dice pool. You may do this as often as you like, as long as you have boxes to check off. The boxes refresh entirely during Reboot.
Feedback
Gain a free Feedback reroll. You may use this only once per Session.
Focus
After any Feedback reroll, change the Signal. This can be useful when you roll an initially weak Signal and your reroll produces a stronger one at a different Amplitude.
For example, you roll 6 dice and get 1, 2, 2, 3, 4, 6 and take the 2's for your Signal. You Burn a box of Street Smart to reroll the 1, 3, 4, 6 Noise and get 3, 5, 5, 5. Now the three 5's are stronger than the two 2's, but you would be stuck with the 2's under normal circumstances. The Focus Source lets you switch to the 5's. If you Burned another Trait for another reroll, you could keep the 5, 5, 5 and reroll the 2, 2, 3 (the 2's from the old Signal, and the 3 from the reroll).
Types of Drains
Limit
A Limit imposes an Experience cost for having more than some number of a specific type of Trait. For every Trait you have beyond the stated limit, you must pay 1 Experience per Session to maintain it. If you cannot pay the Experience, you must remove 1 box of the limited Trait per point of Experience you are short.
For example, a Drain might be of the type "Limit: 2 non-computer Strengths." That means that you may have as many computer-related Strengths as you like, but you pay an Experience cost for each non-computer Strength after the second. You may have two non-computer Strengths without suffering any penalty.
Vulnerability
A Vulnerability is a "free" Weakness with a number of boxes (usually 2). The Vulnerability works like any normal Weakness except you do not gain Boosts when it is invoked.
Hunger
A Hunger is a Trait that demands attention. You must spend at least 1 Experience on it at the end of every Session. If you earn no Experience for a Session, you must instead check a Trait box of your choice at the start of the next Session.
Bad Luck
Back Luck allows the GM to pick up all of your dice (Signal and Noise) and reroll them, once per Session. You gain a Boost when this happens.
Zones
The Cursor
The Cursor is the consumate hacker, cyberspace traveler, code maker, and code breaker. Cursor comes from the Latin cursus, meaning runner. Cursors spend a lot of time running.
Sources
All of these Sources apply only during an encounter involving accessing or manipulating computer software or hardware. A Source may impose additional restrictions.
- Machine Mind (Tweak). You think like a computer, logically and quickly.
- File Library (Enhancement). You have a vast library of software at your disposal. You may use this only if you can access your library and only during conflicts where you are manipulating systems or looking up information.
- Persistence (Feedback). You are very stubborn and don't give up easily on computer-related tasks.
Drains
- Junkyard (Hunger). You collect computer parts and must Feed a Hunger named Junkyard, Spare Parts, Pack Rat, or something similar.
- Introvert (Limit: 2 Friends). You don't make many friends since you get along with computers better.
- Virtual Addiction (Vulnerability 2). You are addicted to the net and all things virtual.
The Gun
The Gun is an expert marksman. He loves firearms of all kinds. Pistols, rifles, shotguns, machine guns, grenade launchers. The Gun shoots first and asks questions later.
Sources
All of these Sources apply only during an encounter in which your gun comes into play. Be creative; this could include an intimidation scene where you flash your pistol as a threat. A Source may impose additional restrictions.
- Inner Calm (Tweak). You are controlled and calm in stressful situations.
- Practice (Enhancement). Your advanced training makes you a sure shot. Use this only when actually firing your weapon.
- Inner Radar (Focus). You can track the movements of multiple opponents. Gain the Focus only when in a firefight with more than one opponent.
Drains
- Perfection (Limit: 2 non-gun Strengths). You don't learn many skills other than guns.
- Chaos (Bad Luck). You like tossing yourself into chaotic situations where anything can happen.
- Depression (Vulnerability 2). All the violence has taken its toll on your psyche, resulting in debilitating and unpredictable depression.
To Do...
The Arm is a skilled hand-to-hand martial artist, whether a bouncer with no formal training or a world champion kick boxer. The Arm's Source is Zen and the Drain is Training.
The Handshake is a politician or businessman, a deal maker. His Source is Charisma and his Drain is People.
The Mask is a performer — be it a singer, musician, anchorman, or dancer. The Mask's Source is Art and the Drain is Audience.
The Pen is a writer, often a news reporter. The Pen's Source is Curiosity and the Drain is Truth.
