Advantages and Disadvantages
Posted: Sun Oct 31, 2021 4:43 pm
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.
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.