
Origin / Modern Earth
Modern Earth
Skyscrapers pierce the clouds, glowing screens light every corner, and reality is filtered through glass and data.
Your world is one of constant connection and quiet isolation — a place where culture, commerce, and chaos intertwine.
People from this reality define themselves by what they do, not who they are.
Every profession has its rituals, every worker their creed. From medics in collapsing cities to streamers chasing light-speed fame, this world is built on ambition... and burnout.
Modern Earth Civilization works differently from other Origins. Instead of evolving your culture, you evolve yourself.
Unlike the other Origins, you choose a Career Path to define how you lived your modern life. This determines your starting gear and a narrative feature. Then after that choice, you can spend your Evolution points as normal, making choices to improve your character through the three paths.
Alternatively, you can choose nothing.
You are untethered. A product of no system, no creed, and no destiny.
While the least extraordinary, this is also the most free Origin of all.
Start
Professional Survival Creative
You worked within the structure of modern society until you decided to take a chance on adventure.
You start with 500 credits to start your new life.
You gain a +1 bonus to a Social skill of your choice.
You grew up fending for yourself. Searching for a home, stability, or self improvement, you start your journey.
You start with 1 Unarmed Fighting Style and 100 credits.
You gain a +1 bonus to a Physical skill of your choice.
You were a dreamer, creator, or influencer. Your work touched lives, for better or worse.
You start with 1 Stun Gun and 250 credits.
You gain a +1 bonus to a Technical skill of your choice.
Level 1
You’ve improved efficiency and technical skill.
Gain +1 bonus to your choice of Technology, Persuasion, or Deduction.
Once per turn, reduce the AP cost of a non-damaging action you use by 1.
You've learned to improvise through necessity.
Gain +1 bonus to your choice of Resilience, Sabotage, or Security.
Whenever you use an improvised action, you gain a +1 bonus to the roll.
Your creativity can inspire.
Gain +1 bonus to your choice of Crafting, Insight, or Deception.
You can spend 2 AP to grant a character within 30 feet, a stacking +1 bonus (Maximum 5) to its next roll.
Level 2
You move resources, people, or systems like clockwork.
Once per combat, you can grant all allies that can see you +2 RP.
You have learned to get up when knocked down.
Whenever you are reduced below half your HP maximum, you gain +2 RP.
Your creativity is more useful in practical situations.
Once per day, you can instantly generate Flow equal to 5 times your CHA.
Level 3
You're used to negotiating and deal making.
Gain a +2 bonus to Persuasion when negotiating and a 15% discount when buying items from a vendor.
You can inspire others more easily.
Once per combat, whenever you spend Flow to do a Team Up, the cost is halved.
You know how to take care of yourself.
You gain the Lone Wolf virtue. This does not count against your virtue limit.
