Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| jobs:zerk [2026/07/01 13:47] – [Rage] ms_wuntch | jobs:zerk [2026/07/01 13:51] (current) – [Biological Monstrosity] ms_wuntch | ||
|---|---|---|---|
| Line 63: | Line 63: | ||
| \\ | \\ | ||
| You must choose 1 of the following [[: | You must choose 1 of the following [[: | ||
| - | ==== Affinity: Astral Protector ==== | + | ==== Affinity |
| //The Astral Protector affinity represents the oldest known expression of the Zerk, emerging from tribal and magically aligned cultures where land, spirit, and survival are inseparable. Their fury is not purely personal, but drawn from wronged ancestors, protective entities, or an internalised mandate to defend territory, people, or ecological law. Among all Zerks, Astral Protectors are the most mystic, channeling raw arcane force through martial action in ways most Spacers would consider impossible without extensive augmentation. Some remain so deeply embedded in non-industrial regions that they reject Federation cyberware entirely, so-called luddites, relying instead on the authority of the land and the certainty of their own strength.// \\ | //The Astral Protector affinity represents the oldest known expression of the Zerk, emerging from tribal and magically aligned cultures where land, spirit, and survival are inseparable. Their fury is not purely personal, but drawn from wronged ancestors, protective entities, or an internalised mandate to defend territory, people, or ecological law. Among all Zerks, Astral Protectors are the most mystic, channeling raw arcane force through martial action in ways most Spacers would consider impossible without extensive augmentation. Some remain so deeply embedded in non-industrial regions that they reject Federation cyberware entirely, so-called luddites, relying instead on the authority of the land and the certainty of their own strength.// \\ | ||
| \\ | \\ | ||
| Line 92: | Line 92: | ||
| \\ | \\ | ||
| **Please Note**: A [[: | **Please Note**: A [[: | ||
| - | ==== Affinity: Grinder ==== | + | ==== Affinity |
| //The Grinder affinity emerges from scrap worlds, astromotive hubs, and shipping stations where survival means mastering metal, motion, and neglect. Raised among underslung tubes, live rigging, and drifting wreckage, many Grinders grew up welding before they could read and fighting pests in pressurised piping as a matter of routine. Though their environments are artificial, they are no less territory and a Grinder knows every vibration, choke point, and structural weakness by instinct. They may trade wilderness lore for technical brutality, but no one questions the choice when a chainsaw comes screaming out of the dark and ends the problem permanently.// | //The Grinder affinity emerges from scrap worlds, astromotive hubs, and shipping stations where survival means mastering metal, motion, and neglect. Raised among underslung tubes, live rigging, and drifting wreckage, many Grinders grew up welding before they could read and fighting pests in pressurised piping as a matter of routine. Though their environments are artificial, they are no less territory and a Grinder knows every vibration, choke point, and structural weakness by instinct. They may trade wilderness lore for technical brutality, but no one questions the choice when a chainsaw comes screaming out of the dark and ends the problem permanently.// | ||
| \\ | \\ | ||
| Line 116: | Line 116: | ||
| \\ | \\ | ||
| **Please Note**: A [[: | **Please Note**: A [[: | ||
| - | ==== Affinity: Gang ==== | + | ==== Affinity |
| //The Gang Zerk is born at the bottom of the economic stack, in districts where poverty is engineered, opportunity is rationed, and corporate neglect is the default condition. In these environments, | //The Gang Zerk is born at the bottom of the economic stack, in districts where poverty is engineered, opportunity is rationed, and corporate neglect is the default condition. In these environments, | ||
| \\ | \\ | ||
| Line 138: | Line 138: | ||
| </ | </ | ||
| **Please Note**: A <wrap preview> | **Please Note**: A <wrap preview> | ||
| - | ==== Affinity: Feral ==== | + | ==== Affinity |
| //The Feral Zerk affinity emerges from deep wilderness zones where civilisation fails and only instinct, strength, and adaptation endure. Raised closer to animals than people, Feral Zerks become apex predators of their environments — towering, physically overwhelming figures with an unmatched understanding of terrain, fauna, and the unspoken laws that govern the wild. They are the most brutal of the Zerks, yet sometimes among the most curious, observing, learning, and adapting with a predator’s intelligence rather than blind rage. Many are luddites with no cyberware at all, having no need for it when the jungle itself has already finished shaping them.// \\ | //The Feral Zerk affinity emerges from deep wilderness zones where civilisation fails and only instinct, strength, and adaptation endure. Raised closer to animals than people, Feral Zerks become apex predators of their environments — towering, physically overwhelming figures with an unmatched understanding of terrain, fauna, and the unspoken laws that govern the wild. They are the most brutal of the Zerks, yet sometimes among the most curious, observing, learning, and adapting with a predator’s intelligence rather than blind rage. Many are luddites with no cyberware at all, having no need for it when the jungle itself has already finished shaping them.// \\ | ||
| \\ | \\ | ||
| Line 161: | Line 161: | ||
| \\ | \\ | ||
| **Please Note**: A [[: | **Please Note**: A [[: | ||
| - | ==== Affinity: Savant ==== | + | ==== Affinity |
| //The Savant affinity is a rare and unsettling expression of the Zerk, emerging from academic enclaves and high-status worlds where intellect and privilege intersect with unchecked physicality. Often the largest presence in elite schools or social circles, Savants learn early that brilliance carries weight when backed by intimidation, | //The Savant affinity is a rare and unsettling expression of the Zerk, emerging from academic enclaves and high-status worlds where intellect and privilege intersect with unchecked physicality. Often the largest presence in elite schools or social circles, Savants learn early that brilliance carries weight when backed by intimidation, | ||
| \\ | \\ | ||
| Line 169: | Line 169: | ||
| * Replace the [[Zerk# | * Replace the [[Zerk# | ||
| \\ | \\ | ||
| - | <WRAP center 800px> | ||
| <WRAP centeralign> | <WRAP centeralign> | ||
| === Nerd Rage === | === Nerd Rage === | ||
| </ | </ | ||
| - | ^**Nerd Rage**^ | + | <WRAP center 700px> |
| - | |<wrap preview>[[: | + | |< - 25% 50% 25%>| |
| - | | You start raging until the end of the <wrap preview> | + | ^**Nerd Rage**^^^ |
| + | | [[: | ||
| + | |You start raging until the end of the <wrap preview> | ||
| </ | </ | ||
| \\ | \\ | ||
| Line 183: | Line 184: | ||
| * At [[: | * At [[: | ||
| * At [[: | * At [[: | ||
| - | ==== Affinity: Chill ==== | + | ==== Affinity |
| //The Chill Zerk affinity belongs to the gentle giants: enormous, easy-going figures who move through life with surfer confidence, gym-bro charm, and an almost supernatural luck. They aren’t thinkers or planners — most peak somewhere between hanging ten and beer pong — but the universe seems to accommodate them anyway, doors opening and problems resolving without much effort. Their rage is real, just rare, and when it finally surfaces the shock is part of the impact: a calm, smiling mountain suddenly deciding something is no longer acceptable. Most people are happy to see a Chill Zerk at the party — right up until they tear the guy cheating at Tarot in half and calmly go back to their drink.// \\ | //The Chill Zerk affinity belongs to the gentle giants: enormous, easy-going figures who move through life with surfer confidence, gym-bro charm, and an almost supernatural luck. They aren’t thinkers or planners — most peak somewhere between hanging ten and beer pong — but the universe seems to accommodate them anyway, doors opening and problems resolving without much effort. Their rage is real, just rare, and when it finally surfaces the shock is part of the impact: a calm, smiling mountain suddenly deciding something is no longer acceptable. Most people are happy to see a Chill Zerk at the party — right up until they tear the guy cheating at Tarot in half and calmly go back to their drink.// \\ | ||
| \\ | \\ | ||
| Line 251: | Line 252: | ||
| [[: | [[: | ||
| \\ | \\ | ||
| - | You are immune to the [Death] [[:Game Mechanics: | + | You are immune to the [[:Game Mechanics: |
| \\ | \\ | ||
| - | **Please Note**: You are affected by the [Chunklettes] and [Disintegrated] [[:Game Mechanics: | + | **Please Note**: You are affected by the [[:Game Mechanics: |
| \\ | \\ | ||
| In addition, you gain 20 [[: | In addition, you gain 20 [[: | ||
| Line 283: | Line 284: | ||
| * Wording adjusted | * Wording adjusted | ||
| * Starting Proficiency list updated to include Presence and Magic | * Starting Proficiency list updated to include Presence and Magic | ||
| - | * Environmental Affinity: Astral Protector now allows you to gain ranks in Elementalism and Noetics | + | * Environmental Affinity |
| - | * Environmental Affinity: Grinder no longer allows you to gain ranks in Mad Science and Tradecraft | + | * Environmental Affinity |
| - | * Environmental Affinity: Gang no longer allows you to gain ranks in Deception and Tradecraft | + | * Environmental Affinity |
| - | * Environmental Affinity: Feral now allows you to gain ranks in Cultivation and Parkour | + | * Environmental Affinity |
| * Rage and Nerd Rage now end any time you perform a Deep Breath | * Rage and Nerd Rage now end any time you perform a Deep Breath | ||
| * Brutality now adds your Job Die to both Swagger and Presence Tests | * Brutality now adds your Job Die to both Swagger and Presence Tests | ||
| * Biological Monstrosity Ability now causes Wounds to Upgrade your Injuries once for every two Wounds you have accrued | * Biological Monstrosity Ability now causes Wounds to Upgrade your Injuries once for every two Wounds you have accrued | ||
| </ | </ | ||
