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Advantages and Disadvantages

Posted: Sun Oct 31, 2021 4:43 pm
by GM Yuusha
Advantages

Alternate ID [Material] (3 points)
You have an alternative form of identification which presents you as someone else, with a fictional backstory. This ID will pass muster in most cases, but it cannot withstand scrutiny by an organization with the ability to perform a thorough background check, such as state intelligence.
This advantage costs 1 less for characters with a Capellan Confederation background.

Ambidextrous [Physical] (2 points)
You can use both hands equally well, and suffer no penalties for dual-wielding.

Animal Empathy [Social] (1 point)
You have a natural talent for working with animals, gaining +1k1 to animal handling checks.

Balance [Mental] (2 Points)
You possess an inherent calm and serenity that others have difficulty overcoming when attempting to antagonize, taunt or divert you from your goals, and that strengthens your will. When rolling to resist Intimidation or Temptation, you add an additional +1k0 to the roll.

Blackmail [Social] (Variable)
You possess knowledge and proof of a dark secret held by another, and can use that secret to elicit their cooperation in a number of ways. The cost of the Advantage is equal to the Rank of the individual whom you are blackmailing. Using this Advantage too frequently or making grandiose demands on the person in question may result in them deciding your death is worth the risk of exposing their secret, no matter what the consequences might be.

Bland [Physical) (1 point)
You are extremely unremarkable in every regard, and others have a difficult time recognizing you unless you deliberately draw attention to your identity or affiliations. Whenever someone is making a Knowledge: Celebrity / Intelligence roll to determine your identity (based on your Fame Rank), you may voluntarily choose to increase the TN of that roll by 10.

Caffeinated [Physical] (2 points)
You are an absolute coffee fiend. You can operate with a surprisingly small amount of sleep. You only need 1 time slot to regain your Edge and avoid fatigue penalties, but in exchange you need to get your daily fix; if a day passes without you having at least one cup of coffee (or three pieces of caffeinated gum or other substitute), you accrue fatigue penalties, regardless of sleep, as if you hadn't slept. This effect lasts for two weeks, after which you lose the advantage and the penalty until you pick up the habit again.

Capable Underling [Social] (6 points) Only available to Mechwarriors
One of the mercenaries reporting to you is an especially capable Mechwarrior.

Normally, any lance mates reporting to you would be 4/5 (gunnery/piloting) pilots in Megamek. In L5R terms they'll have the following. Stats at 2, except for dexterity and reflexes at 3. Skills wise, they will have a gunnery skill of 4, piloting skill of 2 and communications, small arms: pistols and defence at 1. Their 2 Edge can only be spent outside Mech combat on reducing damage to themselves.

Instead of the norm, one of your lance mates will be Veteran level in Megamek (3/4 gunnery/piloting). They also gain 1 point of Edge in each Megamek combat, which will help keep them alive longer. Outside of Megamek, their skills increase to gunnery 6, piloting 4, and communications, small arms: pistols and defence at 2, and a single other skill of your choice at 1. They may also spend Edge normally, just like a Player Character. E.g. They can add +1k1 to a roll by spending a point of Edge.

Finally, like a Servant, you may spend additional points on this character to increase their stats and skills, or to add emphases. Unlike a Servant, this costs the same xp as it would for a player character. It may also be done after character generation, representing their growth. Players with this advantage are advised to nudge the GM should this NPC do something particularly impressive in combat, as they may be awarded bonus xp that can only be spent on improving this supporting NPC.

Citizenship [Social] (4 points)
You are an official citizen of one of the major nations – this provides certain privileges and rights not given to those without citizenship.
This advantage costs 2 for Free Worlds League, Free Rasalhague Republic, Lyran Commonwealth and Federated Suns characters.

Combat Sense [Mental] (4 points)
You have a keen sense of the flow of battle, gaining +1k0 on initiative rolls.

For Mechwarriors, it will also raise your Megamek initiative roll by 1 where applicable (i.e. Boss battles).

Connections [Social] (2-8 points)
You have carefully nurtured social connections. Some of those in your web of connections would go to great lengths to protect you, while others have considerable resources. Some precious few are both. The total cost of this Advantage is determined by how many points you spend on your ally’s degree of Influence and their Devotion to you.

This advantage may be purchased multiple times to represent different allies or organisational ties.

Influence
- 1 point Minor (no title, political appointments or mech/vehicle) E.g. Assistant mechtech, smuggler, administrator, scientist, foot soldier, local law enforcement officer, doctor
- 2 points Moderate (some land, political influence or their own mech) E.g. Mechwarrior or aerospace pilot, a town mayor, a minor noble, a junior officer in a House or Mercenary Force, Comstar Acolyte, respected scientist or professor
- 3 points Major (much land, great political influence or command of multiple mechs) E.g. Senior Officer or Lance Lead in a House or Mercenary Force, a city governor, famous noble family member, Factory owner, Comstar Adept
- 4 points Greater (controls a planet, vast political influence or command of a company) E.g. Commander of a House or Mercenary Force, Planetary Governor, lesser member of a Great House, Comstar Precentor

Devotion
- 1 point Your ally would go out of his way to help you, but not risk his reputation
- 2 points Your ally would risk his reputation to help you, but would do so secretly
- 3 points Your ally would openly assist you, even risking his reputation, but not their life
- 4 points Your ally would do anything to aid you

Non-combat characters may purchase this Advantage for 2 points less than its normal cost, to a minimum of 1. This bonus does not apply to the free 4 point Connection given to you at Character Creation.

Crafter [Mental] (3 points)
Your soul soars with the spirit of creativity. Choose either Artisan Skills or Craft Skills when purchasing this Advantage. Any time that you would be required to make an Unskilled Roll using a Skill of the chosen type, you are considered to have 1 rank in that Skill.

Cunning [Mental] (3 Points)
You have a knack for instinctively knowing how to do things that most people prefer to avoid at all costs. Whenever you are in a situation where you are required to make a non-combat roll toward planning or committing a common crime, you may add 1k0 to your roll or to treat it as skilled if you are Unskilled. Common crimes include arson, breaking and entering, fraud, telecommunications tampering and theft.

Daredevil [Mental] (3 points)
You have a natural flair for athleticism and a complete lack of self-preservation when it comes to physical danger. Whenever you spend an Edge Point to enhance an Athletics Skill Roll, you gain a bonus of +3k1 to the total of the roll instead of the normal +1k1.
This advantage costs 2 points for Periphery characters.

Etiquette Schooling [Mental] (5 points)
You have been schooled in the ways of noble and corporate etiquette, whether as a child or an adult. It could have been by a tutor, at a private school or simply the courtly or corporate environment you were part of. Any time you make a Protocol roll you add +2k0 to the roll.

Exceptionally Attractive [Physical] (3 points)
You possess a certain quality that makes you all but irresistible. Others succumb easily to your manipulations. You gain a bonus of +1k0 to the total of all Temptation (seduction) Skill Rolls.

Ex-Gladiator [Social] (3 points) Only available to Mechwarriors
You were once a gladiator on the famous Solaris VII. Whether successful or not, you learned well how to fight alone and in duels. When piloting a Battlemech and fighting either on your own, in a one on one duel or in a battle with a significant enemy character, for that combat you may increase either your [Megamek] Gunnery or Piloting skill by 1. This can only be triggered once per session. This may raise your gunnery or piloting skill by 1 outside of Megamek, such as in a battlemech friendly duel, but please ask first.

Fame [Social] (5 points)
As a result of your actions, there are many in the Inner Sphere who know your name. You gain +1 Fame Rank.

Fast Learner [Physical/Mental] (5 points)
Within you lies the potential to excel at one particular endeavour. Select any one Skill when you purchase this Advantage. When you make Raises on a Skill Roll using that Skill, your Raises are limited by your rank in that Skill instead of your Edge. If your Edge is higher, however, you may use that as a measure for your Raises if you so choose.

Fierce [Physical] (5 points)
Some have a natural talent for unarmed combat, and you are one such individual. The Damage Rolls for your unarmed attacks are increased by +0k1.

Forgotten Knowledge [Mental] (3 points)
You have knowledge of an extremely esoteric subject, granting you a rank in the appropriate knowledge skill. These skills can't be learned any other way - and letting slip that you know these things to the wrong people could prove dangerous. Some examples are listed, but any other extremely rare or dangerous knowledge would also likely fall under this advantage.
- Lostec (Field); knowledge of various Lost Technology, or simply lostec, such as warship construction, advanced weaponry, terraforming equipment, genetic engineering and air purification systems. Do pick the Field this applies to.
- Star League History; knowledge of the Star League's history operations and key personnel
- Kerensky Exodus; knowledge of the departure of the final remnants of the SLDF from the Inner Sphere, such as where they went and why
- Comstar; knowledge about the inner workings and true capabilities of Comstar

Gamer [Mental] (3 points)
No matter what the game, you've played so many that you'll learn the rules quickly or just pick it up as you play. What's more, you're pretty good at games so you might even win. Any time you make a Games roll you add +1k0 to the roll and it counts as skilled, even if you are not skilled in that particular game.

Great Destiny [Spiritual] (5 points)
There is some great purpose in store for you in future, and destiny will conspire to keep you alive, no matter what, until your purpose can be fulfilled. Once per game, when you suffer Wounds that would kill you, you are reduced to a single Wound remaining instead. Enemies will usually believe you are dead and leave you, unless that is not their nature or they know you've survived such a situation before. This Advantage costs as additional point for Combat characters (6 points). Mechwarriors who would normally be dead from the destruction of their Battlemech's head or complete destruction, such as from major ammunition explosion, will miraculously survive, though they will be severely injured for a time.

Gearhead [Mental] (5 points)
You have a natural capacity for technical activities, repairing and building machines unusually easily – you gain a +1k0 to all Technician checks.

Good Communicator [Social] (5 points)
You are particularly adept at conveying information, convincing others of your sincerity and using communications equipment. You may add a bonus of +2k0 to all rolls using Communications.

Gregarious [Social] (2 points)
Although your reputation among other mercenaries and soldiers may not be any better than that of the next individual, your gregarious personality garners you the trust and friendliness of civilians. When meeting civilians who are not hostile to your cause, the TN for them to recognize you, as determined by your Fame Rank, is lowered by 10.

G-Tolerance [Physical] (2 points)
You are unusually comfortable in unusual amounts of gravity, decreasing penalties from light or heavy gravity by 5.

Gun Nut [Physical] (4 points)
You have a lot of experience with guns of all kinds, and can take up even an unfamiliar gun without difficulty in times of stress. Any time that you would be forced to make an Unskilled Roll when using a ranged Weapon Skill (either Small Arms or Support Weapons), you are instead considered to have 1 rank in that Weapon Skill. If you have the emphasis for the ranged weapon you are using then you may increase your damage by an additional 1k0.

Hardy [Physical] (4 points)
Not once have you been described as sickly, as you're hardly ever ill or unwell. If anything you have a spring in your step. Whenever you are rolling to resist the effects of a disease or poison, you gain a bonus of +2k0 to the total of the roll.

Heartless [Mental] (4 Points)
You have a heart of stone. Attempts to woo you or sway your heart - whether through love, courtesy, compassion, or mercy - fall on deaf ears. You gain a +1k0 bonus to rolls made to resist any Negotiation, Communications or Temptation roll made for the purpose of persuading you, seducing your or otherwise changing your mind.

Heart of Vengeance [Social] (5 points)
One Inner Sphere faction has earned your eternal, undying hatred, and nothing will ever quench your rage. Select one faction (such as the Lyran Commonwealth or Draconis Combine, mercenaries, Comstar, pirates, etc.) when purchasing this Advantage. You gain a bonus of +1k1 to the total of any Contested Roll made against a member of that faction.
Combat characters may purchase this advantage for 3 points.

Human TRO [Mental] (4 points)
TRO stands for Technical Read Out. This is usually used to describe the vast amount of data stored in computer systems about various man made military objects. You've managed to match this level of knowledge in some category, becoming like a human encyclopaedia on mechs, aerospace fighters or vehicles, through either extensive study or experience. Choose a single category: Battlemechs, Aerospace, Vehicles. Once per session you may add +2k2 to a single roll that relates to your expertise.

This advantage may be purchased multiple times; once for each category. For Mechwarriors, this advantage will also give you the related Special Piloting Ability during mech combat. E.g. Human TRO (Mechs) would give you a +1 to your dice rolls to confirm critical hits on Mech targets, since you know just where their weak points are.

Inherited Mech [Material] (4/7/10 points)
You've inherited a mech from your family – this old warhorse has been passed through the generations and has served many mechwarriors through the years. This advantage allows you to obtain a battlemech of up to 70 tons and 800/1050/1300 BV. More powerful mechs may be available in a severely poor state of repair, upon GM approval. This advantage automatically confers the Mechwarrior advantage.

Your familiarity with this mech grants you a free raise per in character day that can only be used on any non-combat roll directly operating or related to the mech (such as finding parts for it, repairs, or non-combat piloting tests, checking the sensors. etc.). This Mech cannot be piloted by another Mechwarrior without your permission. If it should it be lost in duty your employers are obligated to provide you with another Mech of similar weight and ability, or a large financial pay-out (worth at least half that of the Mech new).

Karmic Tie [Edge] (2 Points)
Your destiny is not yours alone, but is bonded to that of another in some fundamental way. Your destiny in this life is entwined in theirs in some essential manner. Select one person when purchasing this Advantage. Once per session you gain a bonus of +1k1 to the total of all attack rolls made when fighting for or protecting the person to whom you are bonded. This lasts for one combat scene. This Advantage is not applicable to Mech combat.

Large [Physical] (3 points)
You are significantly larger than the norm for where you were born, ranging well upwards of six feet in height. You gain a bonus of +1k0 to the total of all Damage Rolls for any melee weapon, including your fists.

Languages [Mental] (1 points each)
For each purchase of this advantage your character can speak, read and write an additional language (in addition to their starting two).

Learned [Mental] (3 points)
You have a love of learning, and have accumulated a staggering amount of information during the course of your lifetime. Whenever you would be forced to make an Unskilled Roll when using a Knowledge skill, you instead are considered to have 1 rank in that Skill. This does not apply to Forgotten Knowledge skills.

Luck [Edge] (3/6/9 points)
Fortune favours the mortal man. A number of times per session equal to your rank in this Advantage, you may choose to immediately re-roll any one roll you make, keeping the higher of the two results.
Please note this advantage cannot be used in Megamek combat.

Mechwarrior [Social] (3 points)
You have, either through self-starting or academy training, gained recognition as a Mechwarrior. Characters with this advantage will be eligible to be assigned a mech to pilot if they do not have one, and any character using a mech without this advantage will not receive any aid or support if they should lose it for any reason. Additionally, characters cannot raise 'Piloting: Mech' above rank 1 without this advantage.

Melee Specialist [Physical] (4 Points)
You possess a natural affinity for weapons of all kinds, and can take up even an unfamiliar blade without difficulty in times of stress. Any time that you would be forced to make an Unskilled Roll when using a melee Weapon Skill, you are instead considered to have 1 rank in that Weapon Skill. If you have the emphasis for a melee weapon you are using then you may increase your damage by an additional 1k0.

Natural Aptitude [Physical] (10 points)
You are a marvel of your training, and your teachers believe that you will accomplish incredible things in your lifetime. Choose 4 skills from your Occupation. Whenever you make a Skill Roll with one of these skills, you gain a bonus of +1k0 to the roll.

If you are a Mechwarrior and you choose Gunnery and/or Piloting as part of these 4 skills, these skill increases count toward the skill portion of the calculation for your Megamek skill rank. E.g. A character with 3 Agility, 5 Gunnery and Natural Aptitude for Gunnery would be at Gunnery 3 instead of Gunnery 4. I.e. 8 – (3/2 rounded up) – ([5+1]/2 rounded down) = 3

Natural Salesperson [Mental] (4 points)
In matters of commerce and business you excel. You gain a bonus of +1k1 to the total of all Commerce Skill Rolls.

Night Eyes [Physical] (4 points)
You have excellent night vision. You ignore any penalties that may apply to your rolls for low or insufficient lighting, such as searching a dark room with only soft candlelight. In pitch black darkness you still suffers the normal rules for blindness, except penalties to actions are reduced by 1k1 or the TN lowered by 5. I.e. -2k2 to ranged attack rolls, melee attacks are unaffected, the Athletics/Agility roll for movement is TN 15 only.

Mechwarriors with this Advantage gain the "Blind Fighter" Special Pilot Ability, which means you do not suffer the initial -1 to hit because of darkness.

Noblesse Oblige [Mental] (4 points)
Any time you spend an Edge point to improve a roll made to directly help commoners (non-nobles), you gain +2k2 instead of +1k1. Only those with a Noble origin may purchase this Advantage.

Pain Resistance [Physical] (3 points)
You're exceptionally strong willed. You can overcome injuries that would cripple other men. The TN penalties you suffer from Wound
Ranks are reduced by 3.

Mechwarriors with this Advantage gain the "Pain Resistance" Special Pilot Ability, which means you add +1 to your consciousness rolls in combat and you only suffer 1 damage in the event of your mech having an ammunition explosion.

Patient [Mental] (3 points)
You possess a sharp mind and keen powers of perception, making it very difficult for others to deceive you. Whenever you make a Contested Roll against someone who is attempting to confuse or manipulate you in any way, you gain a bonus of +1k0 to the total of your roll.
Non-Combat characters may purchase this Advantage for 2 points.

Performer [Physical/Social] (3/6 points)
You have a natural talent for a specific sort of performance, and can pick up and try just about any different form with relative ease, so long as it falls within your natural talents. When taking this advantage, for each rank purchased, you can choose to gain a bonus to one of the following fields. When making a roll for a skill that falls within your chosen field(s), you count as always having at least one rank in the skill, regardless of whether you actually have one.
- Physical: Any perform skill which utilizes natural athleticism or dexterity, this includes many sports, dancing, physical comedy, or acrobatics.
- Social: You have a natural talent in front of others - applying to any acting, oratory, comedic, or auditory performance.

Precise Memory [Mental] (3 points)
You have an incredible ability to recall exactly things you have seen or heard. In any situation where you need to remember something exactly the way it was, whether the wording of something you read or the details of a person’s physical appearance, you add a bonus of +1k1 to your Intelligence Trait Roll.
Non-combat characters may purchase this advantage for only 2 points.

Premium Item [Physical] (3 points)
At some point in your life you acquired an especially high quality item. It is among your most precious possessions, and you would die before you allowed it to be damaged or stolen. You possess one item in addition to the normal starting equipment provided by your Occupation. Whenever you make a Skill Roll using this item, such as a Perform: Violin roll with a violin, a Games: Go roll with a go set, or a Small Arms (Pistols) roll with a handgun, you gain a bonus of +1k1 to the roll. This bonus does not apply to any attack or damage rolls, only Skill Rolls made for non-combat purposes (rolls made outside of a skirmish).
Players and GMs may agree to allow a more powerful or unique item to be inherited for a higher Experience Point cost. Such special cases should be discussed carefully beforehand to ensure fairness and balance.

Rank/Status [Social] (6 points)
You have, for reasons either valid or corrupt, gained some amount of rank within your organization, increasing your rank by 1.0. This Advantage may also be called Status, particularly in relation to noble hierarchy.

All Combat player characters start with a free level of Rank, starting you at Rank 2.0. All Non-combat characters start with half a level of Rank, starting you at Rank 1.5. Additionally, with GM approval at character generation, you may purchase half levels of Rank for 3 points i.e. 0.5 Rank for 3xp. Rank is capped at 3.5 for starting characters.

Read Lips [Mental] (4 points)
Either through natural ability or incredible patience and practice, you have the ability to understand what others are saying even if you cannot hear them, simply by observing how their lips move. When you are in a situation where others are speaking and you cannot hear them, you can understand what they are saying by making a Perception Trait Roll against TN 15 + 5 for every twenty feet away from you the speakers are.
Non-combat characters may purchase this Advantage for 3 points.

Recon Specialist [Mental] (4 points)
Either from natural talent or extensive training you've become a specialist in reconnoitring. You can quickly identify and report back on things you observe and you're sharp, whether visually or using electronics. You gain a +1k0 bonus to Communications, Computers and Investigation rolls related to recon activities.

Salvage Specialist [Mental] (4 points)
When it comes time to salvage a battlefield or location you don't miss much. What's more, you don't neglect what you do find. You have a knack for restoring even the most damaged components. You gain a +1k0 bonus to Investigation, Technician and Knowledge rolls related to salvage activities.

Servant [Social] (3 points)
A servant has been assigned to assist you by your family, or possibly one whose help you purchased with your own resources in order to make life a little bit easier. You may have a maximum number of servants equal to twice your Status/Rank (rounded down). Typically, a servant has all Traits at rank 2 and a single Skill at rank 3. You may add additional Skill Ranks or Emphases to a servant at the time the Advantage is purchased by paying 3 additional points per Skill Rank or Emphasis.

When acquiring a Servant, please decide the skill they will have at rank 3. You should also name them and describe how their service to your character came about.

Sharpshooter [Mental] (4 points)
You've trained to be an incredible shot with a ranged weapon. Select one ranged weapon type you have an emphasis for and at least 3 ranks of the relevant weapon skill. This advantage has an effect in and out of combat. Out of combat you gain a single free raise per scene when firing this weapon type. This can be used in events, where applicable. In combat, you gain a free raise per turn toward a single manoeuvre taken with this weapon type. E.g. If you choose Pistol using Small Arms Pistol as your skill, in combat you can apply a free raise to a single small arms pistol shot, such as for precision strike or toward knockdown/disarm.

Silent [Physical] (3 Points)
You have a natural talent for moving silently at all times. You add +1k0 to the total of all Stealth rolls.

Sixth Sense [Mental] (3 points)
You are constantly on alert, always looking out for the unexpected. When rolling Investigation (Notice) / Perception against Stealth (Ambush) / Dexterity to detect an ambush, you add +1k1 to your roll.
This Advantage costs only 2 points for Draconis Combine characters.

Sportsperson [Mental] (3 points)
You really like sports. What's more, you play them well and you have enough experience in sports that you can pick up new sports very quickly. Any time you make a Sports roll you add +1k0 to the roll and it counts as skilled, even if you are not skilled in that particular sport.

Strategist [Mental] (4 points)
Amateurs talk about tactics, but professionals study logistics. You have a gift for matters of strategy. This not only includes planning strategies, but organising them and persuading others of their merit. You gain a +1k0 bonus to Administration, Strategy and Negotiation rolls related to strategic planning.

Voice [Physical] (3 points)
You have a voice that others find pleasing in virtually every respect. You gain a bonus of +1k1 on any Perform Skill Roll that utilizes your voice, such as Perform: Singing or Perform: Oratory.

Wealth [Social] (1 point per rank of Wealth)
You come from wealth. You gain 200 C-bills to your starting C-bill amount. Additionally, you either charge more for your services or you have investments or other things that provide you with a steady trickle of extra income. Your monthly salary increases by 100 C-bills per rank of Wealth.

Weathered [Physical] (4 points)
You are naturally inured against the ravages of extreme weather. You are immune to any penalties from natural weather conditions, such as winter cold, summer heat, etc. If you suffer damage with an especially hot or cold aspect, such as from flames, reduce the first amount of damage you suffer in a scene from such sources -1k1. This does not apply to subsequent hot or cold related injuries arising in the same scene.

Mechwarriors gain the Weathered special piloting ability: You do not suffer the initial -1 to hit due to adverse weather conditions.

Re: Advantages and Disadvantages

Posted: Sun Oct 31, 2021 5:56 pm
by GM Yuusha
Disadvantages

Addiction [Physical] (2/4 points)
You are an addict, and you need to get your fix - if two days pass without receiving the subject of your addiction, you accrue fatigue penalties as if you hadn't slept, regardless of sleep. This effect lasts for four weeks, after which you only suffer a TN+10 to Willpower checks to resist falling back into your addiction when exposed to opportunities for relapse. The 4 point version version must be used every day, and requires a TN 20 willpower check to resist the subject of the addiction whenever it is offered.

Antisocial [Social] (2/4 points)
You find the presence of others uncomfortable, so much so that it is immediately obvious to those around you. Your preference for solitude causes you to behave in a manner that might best be described as rude. If you take the 2 point version of this Disadvantage, you suffer a penalty of -1k0 to all Social Skill Rolls. For 4 points, the penalty is -1k1. This Disadvantage is worth 1 additional point to non-combat characters.

Bad Eyesight [Physical] (3 points)
Your eyesight is exceptionally poor, whether as a result of some medical condition or even from a missing eye. You suffer a penalty of -1k1 to all ranged attack rolls and to any Perception-based rolls reliant upon sight.

Bad Health [Physical] (4 points)
You suffer from a chronic medical condition that constantly renders you weak and susceptible to both illness and injury. Your Durability Attribute is considered one rank lower for the purposes of determining Wound Ranks and for resisting diseases.

Bad Reputation [Social] (4 points)
You have a reputation as either bad luck or a rank incompetent, or possibly even a potential war criminal. Your Fame is replaced with Infamy.

Blackmailed [Social] (Varies)
Someone out there knows of some dark secret of yours, a major criminal act or some horrible indiscretion you committed in a moment of weakness. What’s worse, they intend to make you pay for it. The cost of this Disadvantage is equal to your Rank. The person blackmailing you will contact you periodically and require certain things of you. You must weigh these actions against the potential disgrace or problems if your secret is discovered, and act accordingly.

Blind [Physical] (6 points)
You possess no natural eyesight whatsoever save for a slight ability to determine light and dark. You suffer a penalty of -3k3 to all ranged attack rolls and -1k1 to melee attack rolls. Your base Armor TN is equal to your Reflexes Trait plus 5 (armour adds bonuses as normal). Your Fitness Attribute is considered two ranks lower for the purposes of determining how far you may move as part of a Move Action. Any attempt at a Simple Move Action requires an Athletics/Dexterity roll (TN 20) or you are knocked Prone. You may not make Perception rolls unless the GM judges that you can use senses other than sight for the roll.

Bounty [Social] (2/4 Points)
A price has been placed on your head due to your involvement (or suspected involvement) in a crime. Expect to have at least one person tracking you down. There is a bounty of at least ten thousand C-Bills on your head. At 2 points you will be wanted alive. One faction's authorities and bounty hunters will search for you. To identify you as a bounty target, the hunter must make a Knowledge: Law / Perception roll at TN 25. At 4 points you will be wanted dead or alive and the identification roll is now only TN 15. If you defeat or divert your hunter, expect another to take their place. If you harm any of those lawfully hunting you then you can expect the bounty on you to increase, which will lead to additional bounty hunters seeking you out.

Brash [Mental] (3 points)
You have a notoriously short temper and are likely to answer anything you perceive as a threat with steel. If you are threatened or insulted, you must make a Willpower Trait roll at a TN of 15, or you will physically attack immediately. This Disadvantage is worth 4 points to Combat characters.

Can't Lie [Mental] (2 points)
You are psychologically incapable of telling a lie, perhaps because it has been so thoroughly drilled into your nature by an honourable upbringing. Not only can you not tell a lie, but if someone in your presence tells a lie and you know that it is untrue, you must succeed at a Willpower Trait Roll (TN 20) or immediately correct them. This can cause untold difficulty in formal settings and negotiations, which can lead to a host of problems if not careful.

Class Warrior [Mental] (3 points)
You do not get on well with those outside your class. If anything, you resent them. If your Background was Poverty or Middle-Class, you suffer a penalty of -1k1 on all Social Skill rolls made with nobles. If your Background was Noble Scion, you suffer a penalty of -0k1 on all social rolls with commoners (non-nobles).

Compulsion [Mental] (2-4 points)
There is some activity in which you are hopelessly compelled to partake. It is a ritual that is so ingrained in your behaviour that it requires a feat of will to forsake it, even in dire circumstances. This may be something illicit and addictive, such as alcohol or gambling, or it may be as innocuous as watching or reading the news whenever available. The basic Disadvantage requires a Willpower Trait Roll of TN 15 to overcome. The TN of the roll increases by 5 for every additional point gained by the Disadvantage, to a maximum of TN 25 (4 points).

Conspiracy Theorist [Mental] (3/6 points)
You are convinced that there is a secretive cabal of some sort behind all the ills in the galaxy. Whenever confronted with a tragedy or catastrophe with an ambiguous or unknown cause you must pass a Willpower check against TN 15. Failure means you will immediately leap to conclusions and assign blame to shadowy figures, making a scene and showing of your paranoia, potentially giving social penalties at the GM's discretion. At 6 points the difficulty becomes TN25.

Contrary [Mental] (3 points)
Your strong will and rigid view of the world insists not only that you develop an opinion on everything, but that you must share it at every opportunity. During any debate or dispute, or even casual discussion, you feel compelled to weigh in and attempt to persuade others to see the matter from your point of view. In any tense situation, you must succeed at a Willpower Trait Roll to avoid taking action, whether to resolve a conflict physically or simply to interject into an argument. The TN for this roll can vary widely, and should be determined by the GM (typically somewhere between 5 and 25). This Disadvantage is worth 4 points to non-combat characters.

Creepy [Social] (3 points)
Others find your company unpleasant. In a word, you are creepy. The TN of any Protocol roll you make is increased by +10.

Dark Secret [Social] (4 points)
You possess some horrific secret that could lead not only to your ruination, but perhaps others close to you as well. It may be something terrible you have learned about your family history that you alone know (if a venerated ancestor was secretly an Amaris supporter), or something you personally have done (you may be a former assassin or torturer for a faction's intelligence services). If your secret is exposed it will cause you problems, such as exit from your employment, arrest by authorities, immediate attack by those who would be disgusted by it or immense social stigma to you and your associates.

Debt [Material, Social] (4 points)
Whether through bad luck or simple imprudence, at some point you found yourself short of money and "solved" this problem by taking out a loan, albeit from unsavoury types. You are expected to repay this loan, and until you do, you will owe these "kind people" regular financial payments. In practical terms, you will forfeit half of your salary. Additionally, your starting C-Bills total is halved.

If others learn about your Debt, you will at a minimum lose Fame or gain Infamy, depending on the circumstances (probably at least 1.0) and your fellow mercenaries may come to look down on you; your employer may also disapprove of your irresponsibility. This is mainly down to who you owe the money to rather than what lead to the debt. In the long term, a persistently indebted character may be publicly shamed, losing Rank or worse. Moreover, even if you keep the debt secret and you make regular payments, your creditor may decide to use it to pressure you into doing things on his behalf (this should be handled by the GM through role-play. This will usually take the form of a minor Obligation). This Disadvantage is worth one additional point for non-combat characters.

Dependant [Social] (Varies)
Someone who is largely incapable of defending himself or herself requires you to look after them. This may be an elderly relative, a naïve spouse or a small child. The point value of this Disadvantage varies depending upon how helpless the individual is and how frequently they appear in the campaign. A small child completely dependant upon you for everything might cost 5 or 6 points, while a spouse who is independent but whom you must consider before all major decisions might be worth 2 or 3 points. A combat focused dependant (such as a green mechwarrior sibling) is worth 1 point at most.

Disturbing Countenance [Physical] (3 points)
Something about your appearance causes others to respond to you with concern and caution. You are not necessarily unattractive, merely disturbing in some way. The TN of all your Social Skill Rolls is increased by +5. This Disadvantage is worth 4 points to non-combat characters.

Doubt [Mental] (4 points)
Something has happened to cause you to question your training, so much so that it interferes with your ability to perform properly. Select one of your Career Skills. Every time you use this Skill, you must declare one Raise that confers no benefit.

Driven [Mental] (2 points)
You are possessed by some goal, and will sacrifice almost anything to accomplish it, even your allies. Family, friends, material possessions, and even a spouse mean nothing compared to the potential completion of this goal, whatever it may be.

Epilepsy [Physical] (5 points)
You are epileptic. You can experience seizures from time to time, consisting of a trance-like state, rigid muscle spasms, and frothing at the mouth. These are brought on by high stress or flashing lights, such as fireworks displays or laser fire. Under such circumstances, you must succeed at a Willpower Trait Roll at TN 15 to avoid the seizure. If you fail, you experience a seizure and may roll a second Willpower Trait Roll (TN 10) each minute to end it. It is strongly not recommended to take this Disadvantage for combat characters.

Fascination [Mental] (1 point)
You are completely fascinated by some subject, and will go to great lengths to learn more about it or to experience it in new ways. Typical subjects of fascination include music, fashion, history, technology, weaponry and business. This fascination badly impedes your judgment, and you will take even disobey orders to learn more, which could end in absolute disgrace if your actions are discovered.

Frail Mind [Mental] (3 points)
You have difficulty concentrating, even when focusing your attention on an opponent. Whenever you make a Contested Roll using Willpower, your opponent gains a bonus of +2k0.

Greedy [Mental] (2 points)
Material wealth is more important to you than anything else. You would be hard pressed to resist a good bribe. Opponents attempting to use Temptation (Bribery) rolls against you gain a bonus of +1k1 to the total of the roll.

Gullible [Mental] (4 points)
Your trust is given easily and you place tremendous faith in those whom you trust, unfortunately making it very simple for others to take advantage of your naïve nature. Opponents attempting to use Communications (Deceit) against you gain a bonus of +1k1 to the total of their rolls.

Hated by Animals [Social] (1 point)
For some reason animals dislike you. This includes domesticated and wild animals. It could be your scent, your behaviour or your voice. Whatever it is, it puts animals on edge. You suffer a penalty of -1k1 to all Animal Handling rolls.

Insensitive [Mental] (2 points)
Your primary interest is in yourself and things that you care about. The plight of others simply does not interest you, and you find it difficult to pretend otherwise. With the exception of those who contribute directly to your well being, such as your lord, you must spend a point of Edge to place yourself at risk for the welfare of any other person unless there is an immediate benefit for you personally.

Jealousy [Mental] (3 points)
You are obsessed with outperforming another individual in order to prove that you deserve all the things he has, things you perceive as superior to your own. Choose one other PC or a major NPC. You are obsessed with overcoming them at all costs, and will go to any lengths to do so. Once you have bested the target of your jealousy, your nature will cause you to become jealous of someone else.

Lame [Physical] (4 points)
One of your legs is withered or perhaps even near-useless, either due to a birth defect, a crippling injury, or a ravaging disease. Your Fitness Attribute is considered 1 for the purposes of determining Move Actions, and any Dexterity Trait Rolls or Dexterity-based Skill Rolls that require any sort of activity in your lower limbs suffer a penalty of +10 to the TN. If this can somehow be cured by modern medicine this Disadvantage must first be bought off.

Lechery [Social] (2 points)
Physical pleasure is a weakness of yours, and you spend considerable time pursuing it. When an opponent makes a Temptation (Seduction) roll against you, he gains a bonus of +1k1 to the total of his roll.

Lost Love [Mental] (3 points)
You shared a bond of true love with someone once, and have since lost it. This need not be romantic love, as familial or
brotherly love lost is equally tragic. You tend to suffer bouts of melancholy when reminded of your lost love. When you are reminded of your loss, all your TNs are increased by 5 until you spend a point of Edge to regain your focus. This disruption of your concentration cannot happen more than twice per day, and at least one hour must pass between instances.

Low Pain Threshold [Physical] (4 points)
Your ability to focus in the face of pain is less than that of others. The TN penalties you suffer due to Wound Ranks are increased by +5 each rank.

Lower Rank [Social] (3 points)
You haven't been with the Unit that long or perhaps you've done something to get demoted. Your Rank is 0.5 less than normal for a starting character. For Combat Characters this will make you Rank 1.5 and only a Corporal, in charge of leading only one other Mechwarrior. For Non-combat characters this will make you rank 1.0, with no underlings.

This Disadvantage may be bought off without penalty after character creation. I.e. It costs only 3 points to remove. It is here to provide players an option for a simpler player experience. For Non-combat character players it is an option should they wish not to be in charge of any NPCs. For Combat character players, it gives an option to have smaller combats (you and a lance mate vs half as many enemies as a mission would usually have, rather than you and 3 lance mates). For obvious reasons this cannot be combined with the Rank Advantage.

Missing Limb [Physical] (6 points)
One of your limbs is missing, either through catastrophic injury or due to an unfortunate defect of your birth. You suffer a penalty of +10 to all TNs involving the use of the limb missing. For example, wielding a two-handed weapon with only one arm would have a +10 to all TNs, but an Athletics (Running) Skill Roll would not. If this can somehow be cured by modern medicine or a prosthesis this Disadvantage must first be bought off.

Nationalistic Beliefs [Mental] (2 points)
Your faction of Origin is clearly superior or in the right compared to all others. As a result, you suffer a penalty of -1k0 on Social Skill Rolls made with any characters with another faction of Origin.

Nightmares [Mental] (4 points)
You are plagued with horrific nightmares, making sleep difficult. You require 10 hours of sleep to regain Edge Points, rather than the normal 8. This means you must spend at least 3 timeslots per day to rest, rather than the usual 2, if you wish to regain Edge.

Obedient [Mental] (4 points)
All your life you have been obedient toward nobles and those with authority over you. When facing any noble or someone in the same organisation/faction as yourself with a higher Rank, the TN of all rolls to make is increased by +5.

Obligation [Social] (3/6 points)
There is someone to whom you are indebted or for whom you must fulfil some significant duty. The nature of this debt can vary considerably, but when it comes due, nothing else matters. You must honour it, even if it leads to your ruination. For it to be a true obligation, your character must feel compelled to achieve it for whatever reason that is meaningful to them. The first level of this Disadvantage is a relatively minor matter
that nevertheless demands your full attention. The second level represents a major, significant obligation that could potentially damage your standing or even threaten your life if you do not devote considerable time and resources to fulfilling it.

Overconfident [Mental] (3 points)
You possess a grossly inflated view of your own prowess, and are often incapable of recognizing when a situation is beyond your ability to handle. When grossly outnumbered (at least 2:1 odds) or facing a clearly superior enemy (whether in an argument or in battle), you must succeed at a Perception Trait Roll (TN 20) in order to recognize the situation for what it is and leave instead of engaging. This Disadvantage is worth 4 points to Combat characters.

Pacifist [Mental] (2 points) Only available to Non-Combat Characters
You place a great personal emphasis on diplomacy and fighting defensively rather than trying to harm others. You suffer a penalty of -1k0 on all combat attack Rolls.

Permanent Wound [Physical] (4 points)
Some wounds will not heal, no matter how often they are treated or by what means. Your first Wound Rank is always considered full.

Phobia [Mental] (1-3 points)
You possess an irrational fear that you cannot overcome, no matter how much you struggle to convince yourself that there is no reason behind it. When confronted with the object of your phobia, all of your TNs are increased by +5 for every point you possess in this Disadvantage.

Prosthesis [Physical] (3 points)
At some point, for some reason, some parts of your body have had prosthesis added. Either as a replacement for lost body parts, or perhaps as a fashion statement, or even some sort of automated beer holder you picked up while touring the periphery, these artificial additions to your body can make some people uncomfortable, and can be a viewed negatively in high-society unless successfully concealed. This disadvantage has no standard mechanical effect, but can trigger negative reactions from other players or NPCs, depending on their temperament.

Sickly [Physical] (3 points)
You've always been a bit sickly. You suffer a penalty of -2k0 to resist all poisons and diseases.

Small [Physical] (3 points)
As per L5r Small disadvantage
For Mechwarriors, this offers a small advantage as you will ignore the Cramped Cockpit negative quirk, which causes a -1 to piloting rolls, that some mechs have (such as the Wolverine).

Snooty Noble [Social] (3 points)
Commoners are below you and, as such, you almost pains you to consider helping them. You must spend a point of Edge before you are able to act on behalf of someone of commoners (non-nobles). Only those with a Noble origin may purchase this Disadvantage.

Soft-Hearted [Mental] (1 point)
Human life is precious to you, so much so that you have difficulty executing the basic function of a mercenary: to kill. When faced with the opportunity to kill another human being, you must succeed at a Willpower Trait Roll (TN 20), or you are unable to do so. If you do kill another, the TNs of all your rolls are increased by +10 for one day as you are wracked with guilt. This penalty is not cumulative with multiple deaths. This Disadvantage could potentially also apply to killing nonhuman creatures, although the Experience Point value should be increased in such cases.

Spendthrift [Mental] (2 points)
You have scant regard for the actual value of money and all your mercantile interests come to very little. You suffer a penalty of -1k1 to all Commerce rolls, and your Salary is reduced by 200. This Disadvantage is worth 3 points to Non-Combat characters.

Stolen Mech [Material] (2 points)
You've acquired a mech through nefarious means. Perhaps you stole it directly? Maybe you bought it for cheap at Discount Dan’s without questioning why it was 95% off? Perhaps you killed the previous owner? Whatever it was, you have a mech that is effectively stolen. This disadvantage allows you to obtain a Battlemech of up to 50 tons and 900 BV. More powerful mechs may be available in a severely poor state of repair, upon GM approval. Do note that some parties who realise this mech is stolen may be offended or turn hostile. This disadvantage does not confer the Mechwarrior advantage, which you may wish to purchase separately.

Additionally, there is some issue with controlling the Mech. It could be your neuro link with this Mech is not ideal at the best of times or perhaps the Mech has an underlying issue. Once per session the GM may impose a -1k1 penalty to a non-combat roll related to this Mech. This cannot be fixed without paying off this disadvantage. This Mech cannot be piloted by another Mechwarrior without your permission. However, should you lose this Mech, the Mercenary Unit will not replace it or reimburse you.

Sworn Enemy [Social] (3 points)
You have earned an enemy, one who will stop at nothing to see you defeated, humiliated or even killed. The basic version of this Disadvantage assumes that your enemy is of equal Insight Rank. For each Insight Rank above yours your enemy possesses, increase the value of this Disadvantage by 1. For 2 additional points, the enemy becomes your karmic nemesis, and you may not spend any Edge when opposing him or her in any situation. A Sworn Enemy may or may not be known to a player character and details should be discussed with the GM.

Tragic Fate [Edge] (2 points)
There is a destiny of tremendous significance in store for you, but sadly it is not an illustrious one. Before your death, you will usher tremendous darkness or misery into the Inner Sphere in some way. Perhaps you will allow faction secrets to fall into the hands of enemies, or perhaps you will allow a nuke to be set off in a major city. Destiny protects those for whom it has great plans, even if they do not desire it. Once per game, when you suffer Wounds that would kill you, you are instead reduced to one Wound. Enemies will usually believe you are dead and leave you, unless that is not their nature or they know you've survived such a situation before. Any time this Disadvantage triggers, you gain a permanent Disadvantage decided by the GM, usually Physical or Mental in nature, to represent the injury or trauma suffered from your near death experience.

Temporary Madness [Mental] (3/5/7 points)
There is something off about you. A mental deficiency or psychosis that springs up from time to time. Even medication cannot seem to fully control it. You gain an additional Edge Point at sunset on any night of the full moon. If you do not use this Edge Point, it is lost with the sunrise. However, when the full moon rises, you must make a Willpower Trait Roll against TN 15 +5 for each level in this Disadvantage after the first. If you fail the roll, you lose control of your character for the evening. You awaken the next morning with no idea what atrocious acts you might have committed. This will trigger between 15-30 days apart and for 2 days (usually once per game).

Unlucky [Edge] (2/4/6 points)
Fortune favours the mortal man… just not in your case. A number of times per session equal to your rank in this Disadvantage, the GM may force you to immediately re-roll one roll, keeping the second roll in all cases.

Useless Trainee [Social] (3 points) Only available to Mechwarriors
One of the mercenaries reporting to you is especially incapable. They’re a new recruit and a green mechwarrior.

Normally, any lance mates reporting to you would be 4/5 (gunnery/piloting) pilots in Megamek. In L5R 4e terms they'll have details as follows: Stats at 2, except for dexterity and reflexes at 3. Skills wise, they will have a gunnery skill of 4, piloting skill of 2 and communications, small arms: pistols and defence at 1. Their 2 Edge can only be spent outside Mech combat on reducing damage to themselves.

Instead of the norm, one of your lance mates will be Green level in Megamek (5/6 gunnery/piloting). They may be more likely to be targeted or to do something foolish if poorly commanded. Skills wise, their gunnery becomes 2, their piloting is 1 and they lose the small arms: pistol and defence skills. Their Communication skill remains at 1.

Unexceptional [Mental] (4 points)
Others seem to be able to go beyond their limits and do extraordinarily skilled things from time to time. Not you. You can only spend Edge points to reduce damage.

Weakling [Physical] (1 point)
You either lack the body or the temperament to carry out acts of physical harm. You just can't put your back into a punch or a swing of a bat. Your Strength is considered one rank lower for determining the Damage Roll of any weapon you wield. Additionally, you also suffer -1k0 to any rolls involving throwing and any Games roll where physical strength is advantageous, such as wrestling, American football, basketball or disc throwing.

Weakness [Physical] (6 points)
You have a significant weakness of some sort, either physical or mental, that is difficult to overcome even under ideal circumstances. Select one Trait. That Trait is treated as if it were one rank lower for the purposes of all rolls and Trait-based mechanical effects.

Yokel [Mental] (2 points)
You grew up as a country bumpkin in the sticks. The education you received was limited at best. When making a Knowledge Skill Roll, your TN is increased by +5. This Disadvantage is worth 3 points to Non-combat characters.

Re: Advantages and Disadvantages

Posted: Fri Nov 05, 2021 7:37 pm
by GM Yuusha
This post is dedicated to explaining what you can use some Advantages for (i.e. Rank, Citizenship, Servant and Connections), how to handle Dependants and how to manage NPC underlings. Please read closely and ask about anything you're unsure of. I'll add in things that crop up to make this more helpful over time.

Making use of Rank

There is a rank structure for the Obsidian Angels. Do check that out. The higher up in the organisation you are, the more sway or outright say so you have in both decision making and getting others to follow your commands. This doesn't mean, as a player character (even a high ranking one), you can just order any member of the organisation to do whatever you want. It certainly won't mean you can order anyone outside the organisation to do what you want. What it does mean is that if you outrank someone and if they're from the same branch of the organisation (or it's an emergency and you're an expert in that situation), then you can order them. So, a Doctor who is an officer couldn't order a mechwarrior who isn't, but they could order a low ranking medical assistant. However, generally speaking you'll do better asking others to do what you need. Orders ought to be for something important rather than something trivial. By all means abuse your rights, and order your underlings to run around for no reason, but be prepared to get a negative reputation or to actually cause trouble for others who could cause trouble for you.

As you might guess from all the above, there is some grey. This is more of an art than a science. So, to help, consider the following questions: Is this important/immediate enough to warrant an order rather than asking someone? Do I have some authority over them to give them an order? (Are they from the same branch of the organisation? e.g. another Mechwarrior if you are one. Do I outrank them?). If not, but I do outrank them, is it an emergency situation and do I know what I'm talking about? If the answer is yes to these then order away and you can generally assume you'll get what you want.

What about Status? This won't be so relevant this game, as all PCs will be part of the Obsidian Angels, but nobles outside the mercenary unit can expect to be treated better than non-nobles (ew, peasants!) because of status. The higher the better. They can also expect a bunch of courtesies and privileges, which will depend on the world and region of space, that others cannot.

Now, what does all of this mean in practice? First, try not to order PCs unless it's an emergency. Even if they're lower ranked than you and in the same branch of the organisation, they probably have other duties and other orders to follow. OOC it also takes away their player agency, which nobody enjoys. Of course, nobody has to follow an order as an absolute, but those who don't are going to be punished unless they have a compelling excuse. As for NPCs, they're fair game. You're welcome to ask, demand or order from them as situations necessitate. If they aren't present, but you're somewhere there should be nearby NPCs, do get me involved so your IC needs can be addressed. However, do consider whether they're absolutely vital there and then, or whether the matter could be handled off screen. E.g. Do you need your mech looked at immediately or your underlings to go practice, or can this be said to happen outside of a scene?

So, why have Rank if you can't just order anyone all of the time? Ah, here is the important question. Rank entitles you to better living conditions, pay awards, more influence in decision making and higher priority in accessing resources. Day to day this means the more Rank you have the bigger and nicer your room, the better your food, the more you can skirt or ignore certain rules, the easier and quicker it'll be to get others to agree to your requests, etc. You're welcome to describe this in character. Outside the day to day, it'll depend on the situation. Rank will matter in events. These two aside, there is a softer element of Rank. This is how it impacts others and what it helps facilitate. Higher Rank means you're more likely to be treated with greater respect by others in the organisation and those outside it who are aware of it and your position inside it. If captured, a higher ranked character is likely to be treated better, though they may have a harder time if the enemy particularly hates your organisation or expects to get information from you. On the facilitation side, you'll have more immediate access to other ranking characters in the organisation and they'll be more inclined to listen to you. If you would like your Mech to be upgraded next, then you're getting that before a lower ranked character. If you'd like to convince the CO of something, you're getting a meeting sooner and they're more likely to listen to you.

Now you know the perks and some drawbacks. Anything else to be aware of? Yes! How things can change over time. First, Rank is not necessarily permanent. Good results may get you a promotion while repeated bad results or behaviour may get you demoted. Second, if you abuse your rank then you may earn a negative reputation, while a reasonable ranked character may earn a good reputation. Third, if you're in a bad situation and you're the highest ranked person that anyone can get hold of, then you may need to take charge. This can be a lot of pressure, so know it could be reality in advance.

Last but not least, will there be any Mechanical bonuses because of Rank in addition to all the soft stuff above? Yes. As mentioned, it'll apply in events. You'll get more sway in decisions, based on Rank. For some rolls it may also give a bonus. Other than this, it's up to you to think how you can turn this soft power into something useful to achieve your goals through roleplay and actions.

Making use of Citizenship

Citizenship is very dependent on your location. If you have citizenship rights of a faction and you're in their territory then you will be able to enjoy them. This can range from access to libraries and government buildings to potentially much more important things such as rights when detained or to a fair trial. Generally, these rights are not respected outside the territory of the faction you have citizenship, but often you will be treated better simply for being able to prove you have citizenship somewhere; this could lend credence to you being a captive of pirates rather than a pirate yourself, for example. Also, you may be able to contact your faction to work toward your release or good treatment through diplomatic channels. Practically speaking, it is best to contact the GM to determine what rights and privileges you would have, whether they'd be applicable and what, if not, you would still gain from Citizenship. This can be done in your Private Forum (PF).

Making use of Servant

All Servants will have their traits at 2 and one skill at 3. It is possible to increase these base traits and skills with experience, but you would likely do better spending this directly on your character. Servants do have Edge and you are welcome to use it, such as to spend a point to add +1k1 to a roll. Remember that they will generally be unskilled, so their dice will not explode except for their chosen skill.

Servants with a combat skill will try to protect you to the best of their ability should you find yourself in combat. Servants without a combat skill will seek to flee the area as swiftly as possible. This aside, you are free to determine the details of your servant (looks, age, personality, etc.) and to have them appear in threads under your control alongside your character. You can assume they are earning a wage and they have their own lives, but the details of this are not important for game purposes; it won't reduce your Salary to have a Servant, nor do you need to give them any goals and help them accomplish these. Effectively they are there to assist your character. Remember that a Servant can add your ranks in their chosen skill(s) if you assist them, or they can add their ranks to your roll if they assist you. E.g. A Servant with 3 in MedTech would roll 5k2 or 6k3 with a point of Edge. If the player character had the skill at 1 then you could assist the NPC to roll 6k3+1, or they could assist you with a +3 bonus to your roll.

Do note that the GM can take over a Servant and may wish to do so depending on circumstances. If you decide to abuse your Servant then there may come a point they snap or leave. If you are particularly generous and kind to a Servant, then they may go above and beyond to aid you in a crisis. The GM will determine this. Treat your Servants will if you wish to keep them.

Making use of Connections

Connections, also known as Allies, are a potentially incredibly potent yet also soft Advantage. Rather than a Servant, which will appear directly and aid you as you see fit, Connections are NPCs that may or may not appear directly in a game. Some may be on planets in distant systems while others could be major, lesser or minor NPCs that are where the game is taking place. As so much is possible, from taking a major NPC for a game as a Connection, to it being a very far away planetary governor or a little known scientist, the following is very general.

It may be that an NPC Connection contacts you with helpful information or does something unexpectedly positive for you. However, usually you will need to contact your NPC and request what it is you would like them to do or help you with. You are free to contact Connections just to keep in the loop, but the main use of them is favours, information, exerting influence, supplying you with something or carrying out acts to assist you. Again, this is very broad. The planetary governor could help you with a business matter, such as sending resources from their planet to where you are or, better still, acting as a guarantor for a business deal. The scientist might be able to answer a technical question you have or to do some research on your behalf. Your imagination is the main limitation for what Connections you can have and how you can use them. Connections do not have to be individuals either: More expensive Connections could be used to represent your entire family, a corporation or such. Even so, truly large and powerful entities such as Comstar or the Steiner noble family cannot be bought with just one Connection. Members of those groups could be however, and they may well have a great deal of sway. They may be able to introduce you to others who you do need to speak to, to arrange for changes in the law, and even to attack your enemies for you. Much of that is determined by the Influence they have and their Devotion to you.

Whether the Connection is to an in-game NPC or not, you will want to create a post in your PF with who you wish to contact, how and to what end. The GM and yourself can then work out whether it requires a scene or not, if any rolls are required, what (or when) the response is and so on. If uncertain, you're also welcome to ask the GM for advice over how an ally might be able to help. You might not know OOC, but your character may well know IC how their Connection could assist in a difficult situation or just to help make them some extra C-Bills. Regardless, do remember that your relationship goes both ways. Any actions you take that may harm your Connection (or their bottom line) could damage the relationship and diminish their Devotion to you. Asking for too much or asking for things too often could diminish it too. Equally, a Connection may ask you for something, or you may assist them with something without being asked (such as sending that scientist details on new tech you've found). This could lead to your Connection's Devotion and even their Influence growing, which will benefit you should you reprise as part of a campaign.

Managing Dependants

A Dependant is a bit like a Servant in the sense you can decide details about them and include them in threads alongside your character, where you can control both. However, unlike a Servant, they are much more independent; they may not help you just because and they won't, for reasons of balance, have any skills that can assist you in something (unless you made a Servant also a Dependant). That said, while Dependants don't wait on your hand and foot, they do need your protection or support, and your character should feel in some way obliged to carry out this function. A younger sibling that is still growing up, your own child, a sickly spouse or a very elderly friend that has fallen on tough times could all be Dependants. As a Disadvantage, a Dependant will offer a challenge to your character. Perhaps you have to consider the care and wellbeing of that family friend or spouse before making big decisions, which could limit your options. Maybe your younger sibling or child needs you to watch over them or keep them out of harms way. Expect there to be a good chance they will get into trouble, be put at risk or otherwise require saving in some way during a game.

It's best to think up how your character is bonded to their Dependant and how that Dependant could offer challenges to the character therefore. Perhaps the younger sibling likes to start fights. Your child may wander when you're away. The sickly spouse might need you to look after them instead of attending a key meeting. The elderly friend may need some cash and, while you're at it, could you also give them some of that prized bottle of wine you have? The one you were saving for a special occasion. This is how Dependant works. The severity of the challenge will depend on the cost of the Dependant of course. Do watch your PF to see if something related to your Dependant has occurred that will need your character's intervention.

Managing NPC underlings

Only those non-combat characters who have the Lower Rank Disadvantage won't have at least one NPC underling under their authority. Others will. Like a Dependant or Servant, you ought to consider some details about these underlings. Their name and some descriptors as a minimum. This will help the GM in roleplaying them should there be a need. Some examples are below. In practical terms, your underlings will have stats and skills like a Servant and they will try to assist you using these. Unlike a Servant, they have their own duties and things to do, so they won't always necessarily be around. You are free to include one or more underlings in a thread alongside your character, where they will be under your control. The GM may take over or have an underling appear in a thread, but usually they'll fall to you to manage and roleplay should you wish. Alternatively, you're welcome to only have them appear when you need to make use of them (such as an administrative assistant appearing whenever you visit the office to do paperwork). They can exist entirely off screen or you can mix and match, with one underling appearing in the morning and another appearing in the evening one day. Alternatively, you may decide you would like to focus on one particular underling and their close relationship with your character while relegating the others to being off screen. Any of these approaches is totally fine. The main thing is to advance the story of your character and to be primarily focused on roleplaying them, rather than your underling (or indeed any other character, such as a Servant, Dependant or a pet).

Possible underling descriptions could be:
  • Private Danny Erasmus is a Mechwarrior. He is 21, tall but average looking, with a friendly and laid back personality. He likes card games.
  • Michelle is an administrator. She's in her 30s and a workaholic.
  • Yusuf Wulfgang is the astech (assistant technician) working under my character. He's a bright eyed 18 year old hoping to learn all he can. He was born in Capellan space but managed to get off world so he could travel, something he loves. He has an obsession with mechs and this leads to long conversations with my character. His favourite saying is "sure as can be".
Underlings will have the following:

Traits: All traits at 2, except for two: For non-combat characters you can pick the two attributes to raise to 3 each. For Combat characters this will be Dexterity and Reflexes.
Skills: A single skill at 4, another at 2 and three skills at 1. If possible, these should be determined by a fitting Career, but not they do not receive a Technique. For Combat characters their skills will be: gunnery 4, piloting 2, communications, small arms: pistols and defence of 1.
Edge: They will have 2 edge points, but these can only be spent on reducing damage to themselves (and only outside Megamek combat). Note that a Servant can spend Edge as normal, but an underling cannot, with the exceptional of a Capable Underling for Combat characters.

Like with a Servant, an underling can roll for something directly. They can benefit from your assistance, using your ranks to add to the roll, or they can assist you and add their ranks to your roll, where it makes sense.

Your number of underlings is determined by your Rank:
Rank 1.0 -> 0
Rank 1.5 -> 1 assistant or 1 lance-mate
Rank 2.0 or more -> 3 assistants or 3 lance-mates

Higher Ranks for Non-combat characters will technically come with more underlings, but you can assume management for them is delegated (perhaps to your 3 assistants). For Combat characters, you will remain at 3 lance-mates for the duration of this game, but you could technically be in command of a Company (11 mechwarriors and yourself) at the 4.0 Captain Rank level. Do note that Rank is capped at 3.5 for starting characters.