Council of Rhakotis (
specialcollections) wrote2022-04-12 07:03 pm
AGENT CARDS
AGENT CARDS
HOW TO BECOME AN AGENT
To become an Alexandrian Agent, you need a psychological and health evaluation. In no way does this say "Your character is deemed a 'no'", but instead if your character goes on missions they receive a card that gives them certain priority clearances. Your character might receive a priority combat clearance if they're not just capable of fighting, but not the type to run from a fight unless it's a genuinely tactical retreat. Someone might receive a hazard clearance if their body without augmentation can withstand certain types of harsh conditions (low oxygen, high pressure, high temperatures) without taking significant damage. It doesn't lock anyone out, but it means they pretty much have to follow in someone with priority clearance.
Two of the founders of Alexandria were both people with redemption arcs of some sort, whose choices for the 'greater good' initially caused a lot of destruction. But, later, came to realize their faults. Characters that have an inclination towards poor choices aren't locked out but they may have an authority figure with a better pay grade ask someone more responsible to keep an eye on them. If someone tries to take over a world for their own benefit or do something very destructive (anything that would contribute to genocide or extinction-level event) then they'll be ripped off a mission.
The fact of the matter is, though, the Library's authority does see the benefit in giving people the chance to do the right thing because more often than not most people can at least be convinced of the value in mutual self-interest.
There are no rules saying that people have to be Agents or go on missions. The slice-of-life elements of the setting are important and we want to keep them for consistency. But for the fun of knowing what your character's clearances would be and in case we want to ask for specific things for missions, fill out the form below. This isn't what the character would say about themselves, but what someone conducting a keenly insightful evaluation would note.
Two of the founders of Alexandria were both people with redemption arcs of some sort, whose choices for the 'greater good' initially caused a lot of destruction. But, later, came to realize their faults. Characters that have an inclination towards poor choices aren't locked out but they may have an authority figure with a better pay grade ask someone more responsible to keep an eye on them. If someone tries to take over a world for their own benefit or do something very destructive (anything that would contribute to genocide or extinction-level event) then they'll be ripped off a mission.
The fact of the matter is, though, the Library's authority does see the benefit in giving people the chance to do the right thing because more often than not most people can at least be convinced of the value in mutual self-interest.
There are no rules saying that people have to be Agents or go on missions. The slice-of-life elements of the setting are important and we want to keep them for consistency. But for the fun of knowing what your character's clearances would be and in case we want to ask for specific things for missions, fill out the form below. This isn't what the character would say about themselves, but what someone conducting a keenly insightful evaluation would note.
!FORM
Character Name: Character Name
Advantages List:
→Physical: (List up to five) These include things like strength, immunity against radiation, skill at a particular weapon, etc.
→Mental: (List up to five) These include things like solving puzzles, memorization, speaking languages, manipulation and/or diplomacy etc.
→Spiritual/Magical/Powers: (List up to five) These include being able to call upon the power of certain dieties, ability to cast spells, a special power etc.
Limits List:
→Physical: (List up to five) No ability to be stealthy, need for oxygen, biases for being older/underage, mechanical parts that might be sensitive to EMPs etc.
→Mental: (List up to five) Average memory, PTSD or anger management, psychic vulnerability etc.
→Spiritual/Magical: (List up to five) Hindered by oppressive darkness, heightened emotions can cause unstable powers, spell slot limits etc.
Fill out the form in a comment below and you'll receive a clearance card.
→Mental: (List up to five) These include things like solving puzzles, memorization, speaking languages, manipulation and/or diplomacy etc.
→Spiritual/Magical/Powers: (List up to five) These include being able to call upon the power of certain dieties, ability to cast spells, a special power etc.
→Mental: (List up to five) Average memory, PTSD or anger management, psychic vulnerability etc.
→Spiritual/Magical: (List up to five) Hindered by oppressive darkness, heightened emotions can cause unstable powers, spell slot limits etc.
Fill out the form in a comment below and you'll receive a clearance card.
