Faction Lenses

The Scouts

  • Replace -10 points of disadvantages with Code of Honor (Scout's) [-10]
  • Either:
    • +1 DX [20]
    • +1 IQ [20]
  • Claim to Hospitality (Scout's) [5]
  • English: Spoken (Native)/Written (Native) [6]
  • Scout's Code: Written (Native) [3]
  • Scout Signs: "Written" (Native)1 [3]
  • Outdoorsman 1 [5] or +1 level of Outdoorsman [5] up to level 4
  • Four of the following:
    • Climbing (A) DX+0 [2];
    • Current Affairs (E) IQ+1 [2];
    • First Aid (E) IQ+1 [2];
    • Hazardous Materials (Biological, Chemical, Mystical, or Radioactive) (A) IQ+0 [2];
    • Hiking (A) HT+0 [2];
    • Jumping (E) DX+1 [2];
    • Leadership (A) IQ+0 [2];
    • Navigation (Land) (A) IQ+0 [2];
    • Public Speaking (A) IQ+0 [2];
    • Stealth (A) DX+0 [2];
    • Survival (any terrain type) (A) Per+0 [2];
    • Tactics (H) IQ-1 [2];
    • Teaching (A) IQ+0 [2];
    • Tracking (A) Per+0 [2];
    • Traps (A) IQ+0 [2];

The United Front

  • Either:
    • +1 DX [20]
    • +1 IQ [20]
  • Military Rank 1 [10]
  • Patron (any one faction leader, 9 or less) [10]
  • Area Knowledge (the Fort) (E) IQ+2 [4]
  • 6 points of advantages from your template.

Possible Patrons:

  • The Archivist: The Archivist has control of the armory for reasons few people still remember. Having him as a patron means you may be trusted with the biggest guns, should your paperwork indicate that you need them. It also means access to a detailed historical record with everything the Front has ever discovered or done. To have earned his trust, you must have demonstrated some combination of ability to do things properly and raw talent.
  • The Cook: As a patron, The Cook provides his friends with information on a wide range of topics, from magic and science to who's dating who in places as far away as Marseille. He can also introduce you to friends in every town and outpost from here to Italy, providing contacts and hideouts as needed.
  • The Crusader: The local firebrand is unlikely to be a patron for a mutant or anyone who openly practices magic. Other than that, anyone sufficiently devout can attract her patronage. As a patron, she can provide connections with religious groups up to and including having an angry mob available whenever a purge is needed.
  • The Hangar Master: The Hanger Master is in charge of the gang's vehicles, making him an excellent patron for Nomads and occasionally Techs. Having him as a patron means being assigned the best vehicles when the mission calls for them, and having your own vehicle or other technical items (if any) receive the best of care. Earning his favor means being a decent mechanic in your own right, or at the very least proving decent at requiring the needed components.
  • The Quartermaster: The Quartermaster is an ambitious and empire building fellow. Having him as a patron means being assigned to the best bed rooms, being issued better equipment, and being able to call on his considerable influence to resolve issues. On the other hand, you're expected to do the same in return. It's very easy to get on his bad side, should you refuse a requested favor or prove incompetent or too morally rigid.
  • The Twins: The Twins are an excellent patron for explorers and outdoorsmen. They can provide access to isolated shelters spread far and wide, as well as information about threats and allies. They can even put in a good word of you among the Scouts should it be needed.
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