Lineages and Strains
Devoted
Accensorite, Red Star, Unborn
The Devoted may meditate on their chosen faith (whether that’s a religion, life itself, or the Mortis Amaranthine) for 20minutes in order to regain 5 Mind Points. Meditation can include many forms of Full Engagement Role-Play, such as 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 for 20 minutes, but cannot include using any other skills during that time. During meditation a Devoted may spend 1 Resolve to remove one Fracture from themselves, as their focus and dedication allows them to overcome the hindrances of a Fracture.
Elitariat
Digitarian, Pure Blood, Solestros
An Elitariat can spend 5 Mind Points per level of Financial Manipulation that they have to receive 1 local currency per level(maximum of 15 Mind Points for 3 local currency). This advantage may be done once per event. In addition an Elitariat may choose to spend 1 Resolve to receive 5 local currency per level of Financial Manipulation that they have (maximum of 1 Resolve for 15 local currency).
Evolved
Iron, Reclaimer, Unstable
During any module where multiple people are needed to carry, move, or otherwise perform a physical action, an Evolved counts as 2 people for that task for the duration of the module. Evolved can spend a Resolve to ignore a single use of Mangle Limb or Knockout (No Effect: Evolved) and to perform amazing physical feats.
Gorger
Full Dead, Lascarian, Semper Mort
Gorgers have the ability to spend 1 minute of role-play consuming the flesh or blood (dictated by Strain) of an incapacitated or dead Target Lineage or Raider to regain 1 Body point. The dead Target must have been dead for fewer than5 minutes and can’t have already sunk into the ground. If the Target is in Bleed Out, this acts as a Killing Blow. If the Target is not in Bleed Out, the use of this advantage is extremely painful to the Target and the Target loses 5 Body points. When consuming, a Gorger may choose to expend 1 Resolve and enter a feeding frenzy when role-playing consuming a Target.When this happens the Gorger regains 15 Body instead of 1. Any attempt to interrupt a Gorger in a feeding frenzy will result in the Gorger attacking whoever attempts to interfere.
Landsman
Merican, Natural One, Quiet Folk
Landsmen are all about their local community. If 3 Landsmen come together as a group and spend 10 minutes outside of combat (at minimum not in line of sight of an active fight) discussing community matters, socializing over drink, or discussing battle tactics (no skill or item use during this role-play time) their Impact Skill uses refresh as if 20 minutes had past. A Landsman may also expend 1 Resolve to activate a single use of the skill “Break” without needing the skill.
Mutant
Remnant, Retrograde, Tainted
Mutants are more capable of withstanding harsh environments than others. Any Zone of Mechanics that causes negative effects after being in the zone for a duration of time must allow for 1 additional minute before negative effects impact Mutants. Due to their unique evolution, Mutants are more resistant to diseases than others. At time of contracting a disease, a Mutant may spend 1 Resolve and call “Mutated Immune System” to not contract the disease. This must be used when potentially contracting the disease, and not after it has already been contracted. Some very rare diseases may attempt to override the Mutated Immune System, which means the Mutant must spend a second Resolve to resist contracting the disease.
Nomad
Diesel Jock, Rover, Saltwise
As the best traveled Lineage, Nomads have some of the best connections across the wasteland. When using a skill that requires spending local currency, Nomads may spend any Network level currency instead on a one to one level (Trade Notes, ARKs, etc). This advantage does not allow for the use of non-local branch specific currency. Nomads, as masters of travel on all sorts of terrain, have grown an innate sense of balance. Nomads may expend 1 Resolve to activate a single use of the skill “Balance” without needing the skill
Townie
Baywalker, Vegasian, Yorker
Townies require 1 less minute (to a minimum of 30 seconds) to attach or detach any Trap when they use the skill Trap Arm / Disarm. Townies still need to purchase the skill, and should look at the Trap card to determine total time needed.A Townie may also expend 1 Resolve to activate a single use of the skill “Precognition” without needing the skill. This use does not count as activating an Aberrant skill, as a biological “6th sense” triggers.
