Advantages

Advantages represent other facets of your character beyond what they know and own. Advantages can be taken at character creation by spending character points, but cannot be bought with experience; the only way to gain a trained animal is to find and train one in play. Like equipment, advantages can be gained and lost through in-game actions.

Access to the Cure- Cost 2
You are aware of the cure to Mixi, and know who to go to for it. Actually getting hold of the cure, however, is likely to be difficult, even for you, and the leaders of the Tested will put a prospective applicant through any number of trials and tribulations to judge their worthiness. Not all Tested will have this advantage, and only a rare few outside their number will have enough contact with the cult to know about the cure.

Allies- Cost 1
You have friendly relations with another group outside your own, such as a skavvie band you frequently trade with or a tribe you used to belong to. You can normally rely on these people for help and information, and they would probably take you in if you were in danger. You need to keep your allies friendly- if you constantly lean on them for help whilst giving nothing back they’ll get tired of you.

Bolt-hole- Cost 1+
You have access to a hidden dwelling somewhere nearby. It may be a set of caves, a ruined building on the hills, or a set of tree-houses deep in the forest. This place is stocked with enough food to for three days meals, as well as bottled water and firewood. The building is secure enough to easily defend, with easily barricaded windows, strong locks on the doors, and possibly a number of hidden exits. If you take bolt-hole multiple times, this could either make your safe-house larger and better equipped, or it could mean that you have a number of bolt-hole in separate locations. Unless you specifically tell others, it is assumed that you are the only one who knows the location of your bolt-hole.

Dog – cost 1
You have a dog (or similar animal) that you have trained to be obedient and useful. Such an animal will normally be able to feed itself by scavenging or being fed scraps. It will be trained to the best of your ability; the higher your Animal Handling skill, the better you will have trained it. The animal will normally behave according to its instincts and training, but you will be able to command it. In some situations, you will need to make an Animal Handling roll to control or restrain it.
Create your animal using the following guidelines:
An dog has a Stamina score of 2. It has no Health score, since it cannot contract Mixi. It has a Nutrition score of 2, but you can assume it feeds itself without using up any meals. A dog has two ranks in up to four of the following skills: Athletics, Combat, Dodge, Perception, Tracking, Stealth. It deals +1 damage when it bites.

Herd- Cost 1+
You have a small herd of livestock that you follow, using them for meat and possibly milk or wool. They will probably be branded with your tribe’s mark and be familiar with your presence. However, these animals are not trained and will not obey (or even understand) instructions you give them. You follow them, rather than them following you.
A typical herd consists of around 10 animals. If you or your companions take this advantage more than once, it increases the size of your herd- so if three people each have a herd, the herd will have about thirty animals.

Horse – cost 1
You have a horse (or similar animal) that you have trained to be obedient and useful. Such an animal will normally be able to feed itself by grazing. It will be trained to the best of your ability; the higher your Animal Handling skill, the better you will have trained it. The animal will normally behave according to its instincts and training, but you will be able to command it. In some situations, you will need to make an Animal Handling roll to control or restrain it. When riding a horse, you may need to make Animal Handling rolls for particularly challenging manoeuvres or to prevent the horse from bolting when scared.
Create your animal using the following guidelines:
An horse has a Stamina score of 4. It has no Health score, since it cannot contract Mixi. It has a Nutrition score of 2, but you can assume it feeds itself without using up any meals. A horse has five ranks in Athletics, and has a +2 bonus to Athletics for rolls relying on speed.

Library- Cost 1+
Since Mixi came, useful texts have become a rare and precious thing. Any knowledge that was stored electronically has been effectively lost, and books left in abandoned buildings have often succumbed to damp or fire. With a large portion of the population nomadic or functionally illiterate, it’s rare to find much useful information in one place. This background represents a decent-sized stockpile of valuable texts for particular areas of study, filling up at least a large room with books, journals and other media. Libraries are most commonly kept by Villager communities, although the higher ranks of the Messengers and the more dedicated Tested also horde certain knowledge.
In order to benefit from the knowledge in your library, you must be literate. Likewise, anybody else you let use your library must be literate to be able to use it. For each point you spend on the advantage, choose a single Knowledge. So long as you can access the library for research, you count as having that knowledge. If you already had a knowledge that’s covered in your library, then you can gain a greater benefit from it. For example, normally the Science knowledge covers as much as a smart student might have learned by the time they finish school. With access to a library specialising in science, however, the information you can have access to extends to university level.
If you also have the bolt-hole advantage, you can combine this with your library to have your library’s location be hidden. Like the Herd advantage, multiple characters can pool this advantage into a larger library.

Older- cost 2
You were one of the oldest survivors of Mixi- somewhere between ten and fourteen when the infection came. The disease will have been harder to for you, and your body shows the scars from where your skin swelled and cracked. However, you were still young enough to fight of the infection eventually, and will have naturally risen to a position of leadership among those children you met up with. Age brings responsibility, and as the new cultures developed, most of your age-group will have been the leaders and thinkers behind this. As the population reaches adulthood, respect for those of your age has become entrenched.
Your scars and age mark you out as important and respected. Most people who do not know you will naturally assume that you are a leader, and many of your allies will naturally defer to you. You get +2 to charm and intimidate rolls made to lead or motivate those who respect your age.

Parent- cost 1-2
You have a child, born after the infection, who you are responsible for. This child might be your own, or you may have found them abandoned or orphaned and decided to raise them yourself. Such children are the first generation born since the end of civilization- they know very little of how the world used to be compared even to adults. A child has 1 each in Stamina, Health and Nutrition, no knowledges and no skills. Like an adult, children require a meal each day or they begin to starve. The number of points you spent on the child determine how old (and therefore how useful) it is. A child that cost 1 will probably be about 6 years old, capable of following instructions and performing useful tasks; however they are still inexperienced and immature, and cannot safely be left to their own devices. A child that cost 2 is perhaps around 10 years old. Whilst unskilled, such a child is comparatively competent and responsible, and can usually be relied on.

Reputation- Cost 1
You are well known locally, so that even people who you’ve never met in person have heard of you. You should detail with your Storyteller the precise nature of your reputation, and what circles you’re known in. You might be esteemed or feared, but either way you can turn it to your advantage. The advantage of a good reputation might give you +2 on some charm or intimidate rolls where your reputation works in your favour.

Trade Network– cost 1+
There is an established trade route that you travel. Each stop along the route is a separate community that provides you with a reliable source of a given commodity, such as fuel, weapons or meat. Whilst you might not have much to trade on you currently (unless you’ve taken trade goods as gear), in a pinch you can probably acquire what you need after (at most) a couple of days travel and some bargaining.
If only one point is spent on a trade route, then you have sources for two different commodities. Each extra point spent gives you another community that you trade with. Like with the Herd and Library advantages, multiple characters can pool this advantage into a larger network.

Workshop– cost 1
You have access to a large, well stocked workshop. This may be a laboratory used by Tested cultists for their experiments, the forge in a villager community or hidden facilities used to equip MCS agents. It doesn't have an endless supply of materials to work with, but does have most of the tools you’ll need to work. Regardless of its exact nature, you get +2 to Crafts and Repair rolls whilst in your workshop, which can be combined with Craftsman’s Tools as normal. If you also have the bolt-hole advantage, you can combine this with your workshop to have your workshop’s location be hidden.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License