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3W Culture: Innovation Corporation

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13W Culture: Innovation Corporation Empty 3W Culture: Innovation Corporation Wed Jan 26, 2011 11:30 pm

Strange Agent

Strange Agent
GM

Innovation Corporation
History: The Innovation Corporation, as a Zeth elder once said so well, is an inevitability of the human character. Once a simple one building, five man operation, the Innovation Corporation exploded onto the world stage when natural curiosity met the power of government backed finance. An operation that once produced simple watches and clocks pioneered many of the advances in steam and coal technology, supplying the world with the sheik but ultimately deadly Boiler Plate Coat. The inventions of the Innovation Corporation sold at an unbelievable rate, allowing the company to expand it's base of operations and break away from it's government backers. The Coastlanders describe the sudden fortune that owner and founder Harmon Kraul stumbled into as a miracle, though the man himself insists that, "it's just the nature of business." Today, the Innovation Corporation has it's fingers in any and all human settlements, testing it's "100% safety guaranteed" products on live subjects, willing or not. It has been said that the company has power equal to that of a large nation, supplying the majority of military and domestic technology to all of the world's major powers.

Role: Members of the Innovation Corporation believe that they are above the petty laws of the nations of the world, and are, from an outside perspective, the absolute definition of amoral. Though mostly human, the company makes no distinction between races, each drone added to the company roster expands the power of the friendly corporate machine.

The stated goals of the Innovation Corporation are simple: invent, expand and most of all PROFIT!

Innovation Corporation
Tired of dealing with the laws and regulations of building within the bounds of pre-existing nations, the Innovation Corporation created the "Golden Community" project, an effort to create small Innovation Corporation controlled communities on unclaimed territory. Your parents joined the project, and were promised a large plastic house that looked exactly the same as all the others filled with Innovation Corporation appliances and a large stash of money. However, these settlements had a tendency to be placed in particularly dangerous areas left unsettled for a reason. As a child, you lived a bizarre split existence between fighting off wildlife and enjoying the pleasures of a heated house with functioning plumbing. Just as any survivor of the wilderness housing projects, you were offered a job in the loving offices of Harmon Kraul when you came of age.

Cultural Traits


Golden Community Universal Care Plan
Promised to you in your Settlement Charter, the Universal Care Plan continues to protect you and your well being well after you left your plastic community.
Racial Feat
Effect: If you die during your adventures, you can be resurrected for free at any Innovation Corporation outpost. Your entire corpse must be brought to the outpost, and your corpse must be mostly intact. Each time you are resurrected in this way, you gain a permanent +1 bonus to your health. The Universal Care Plan does not cover suicide, or wolf or bear related injuries.
Click Here for Feats that Improve this Ability

Ingenuity
Surviving the harsh frontier has taught you the skill of weaponizing household appliances.
Racial Feat
Effect: On character creation, you begin with rank 5 Engineering.

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