|
AdvantagesAdvantages are things a character has rather than things a character is.WealthNote that the price is the cost to buy that level from scratch; if a player begins with one level and later changes, they need only pay the difference in costs.
Mundane CredentialsThis represents any sort of title or recognition in the mortal world which accords some kind of authority. A character can buy this multiple times to reflect having multiple credentials. The cost depends on how much authority the credential grants; costs are not cumulative, since credentials (usually) cannot be enhanced to a more useful credential. (If one is, the cost of upgrading is the difference between the costs.)
Favors and ConnectionsFavors and connections are two different kinds of advantages, both representing that a person has access to help and information from a group of mundanes. Connections represent job contacts, coworkers, and other people you deal with on a casual basis who may be willing to help you out; generally, your connections have to like you, at least enough to work with you, but don't have to be actively maintained beyond whatever background activity you did to get them in the first place. Favors represent people who owe you because you have some hold on them; it could be people you've done favors for in the past, or people you're blackmailing, for example. You need to actively maintain favors, and they may turn around and demand things of you when you ask them for help. Each of these advantages can be had at three levels in each area a character has it. The levels are:
FameVery few people living through the cracks become famous. For 5 points, a character can be well-known in Pittsburgh, to the extent that their name comes up often in the paper, and random residents might recognize you, even if they're not sure from where. Players who want more than that should talk to the GM's about whether the concept is appropriate, and if so, how to arrange it.GateWhile there are lots of public gates between the grim and the cracks, plenty of them aren't well known. Some people know about private gates, which they can use as shortcuts. This can be bought multiple times if you know about several gates.
EstateThis represents where you live. You can buy this multiple times if you maintain multiple residences.
Security ForcesWhile any PC can get access to their faction security forces by going through the appropriate channels, each faction has a number of people who can directly issue orders to the faction security force, without having to justify to them. This privilege costs 10 points.RelicA relic is a magical item of some kind, usually created by a magical ritual (although often one long since lost). This advantage gives a character a relic; like knacks, an appropriate power should be invented and cleared with the GMs. This advantage must be bought for any relics at character creation, and may be bought later if the player would like their character to obtain a relic during play. It does not need to be bought for relics obtained through game (for example, if a PC makes an item with a ritual or finds one during a plotline); but if a player would like to obtain a relic with a particular effect, they can purchase this advantage and work out an explanation for where they find it. (For instance, in the faction treasury or while exploring areas outside of game.)Costs are cumulative, and relics can be enhanced later (reflecting that the character has learned about new features).
|