Lineage Advantages

At Dystopia Rising Arkansas we offer alternative Lineage Advantages to our players. These offer more ways to engage with the identity of your character and can increase the roleplay for those around you. All players may choose to use the original ones instead, should they want to. Players cannot choose both the original and the local advantage.

Once per event an Elitariat may spend Mind Points to gain Local Currency. For each 2 MP the Elitariat spends they get 1 Local Currency. The Elitariat may remove 1 fracture when using this Advantage, as the gaining of money keeps them stable.

All Townies think they know best when it comes to their home. Once per 12s a Townie may engage in Active Roleplay outlining the local history, folklore, war stories, or tactics for survival in the area to at least 1 non-local (traveling player) and/or new player (characters with less than 50 experience points) for twenty minutes the Townie may regain 5 Mind per person at the end of the Active Roleplay. All eligible players that listened to this Upsurge 5 Mind at the end of the Active Roleplay.

A Nomad may choose to ignore any “traveling to or from a game” mechanics unless it specifically outlines that it directly affects Nomads. A Nomad may spend 1 Resolve to avoid plot mechanics that affect players traveling to a game and Upsurge 10 Mind.

Once per 12s a Nomad may spend 10 minutes of Active Roleplay tending to the care, upkeep, navigation, or admiring a vehicle to regain 10 Mind and Soothe 1 fracture.

Gorgers have the ability to spend 5 minutes of Active Roleplay consuming the flesh or blood of an incapacitated or dead target to heal 5 Body and Upsurge 5 Mind. The dead Target must have been dead for fewer than 10 minutes and can’t have already sunk into the ground.

If a target is not in Bleed Out, the use of this Advantage is extremely painful to the Target and they lose 10 Body points. 

This Advantage only works on Lineages and Raiders (no self consumption or critter consumption). This advantage can only be used once on a single corpse per Gorger. Up to 5 Gorgers may use this Advantage at that same time on one Target (each causing individual damage and having individual timers). This Advantage may be used by a Gorger that is Stabilized.

Due to their ability to quickly mutate within a few short generations, Mutants cannot die due to a Disease. This does not mean that they cannot suffer from a disease and experience the most extreme form of a Disease. It also doesn’t mean they can’t turn into a Raider due to Bad Brain Disease.

Mutants may spend 1 Resolve and call “Mutated Immune System, Upsurge 5 Body, 5 Mind.” and not be affected by a single source of Radiation damage or contracting a new disease at the time of contact with the Contagion. A Mutant may also spend 1 Resolve when the disease would progress to prevent it from doing so and Upsurge 5 Body and 5 Mind.

Landsmen are all about their local community. If five Landsmen come together as a group and spend 30 minutes discussing Landsmen community matters (Quiet Folk), drinking as a group (Merican), or discussing group battle tactics (Natural Ones), then all Landsmen participating with Active Roleplay for the full amount of time heals 5 Body, 5 Armor, and Upsurge 5 Mind points.

During this Active Roleplay Landsman cannot use any other skills during that time nor can this Advantage be done while walking/fighting/sleeping. Keep in mind that participating Landsmen must be clearly Landsmen during such a session.

The Devoted may meditate on their chosen faith, whether that’s a religion, humanity itself, or the Mortis Amaranthine, for 30 minutes to Upsurge 5 Body and heal 5 Mind points. This advantage must be recorded on the player’s character sheet as “Devoted Meditation.”

Meditation can include many forms of Active Roleplay including speaking with others about one’s chosen faith, organizing the members of the cell to help others, or debating the state of life and death, but cannot include using any other skills during that time or running/fighting/sleeping. You may walk within a 10 ft radius while performing this Roleplay.

If a Devoted is forced to attack their allies due to a skill or effect they will target non-members of their faith before members of their faith.

Evolved have been engineered, which means that they are often naturally stronger than other Lineages. Due to their unique physiology, an Evolved may ignore one use of the Mangle Limb skill on one of their limbs per event at no cost. To do so, the Evolved must call “No Effect; Evolved, Upsurge 10 Armor.” and record it on their character sheet afterward.

Evolved may expend 1 Resolve after the first free use of this advantage to gain the benefit of the advantage additional times. Each expenditure of 1 Resolve results in one additional use of this Advantage.