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Chapter 8: Virtues & Burdens [ | General Rules | Physical Virtues | Physical Burdens | Social Virtues | Social Burdens | ]
Social Virtues
Flunkies
You have as many flunkies as your Charisma allows. Remember that flunkies are never really
that useful, but may provide insight or a bit of help at a time of need.
They will mostly do as you command, but are based on minimal experience. However, in times of stress they may sacrifice
themselves and their morals to save you.
Political Ties
You hold an influential position in the government. You have some political authority over the area and are able
to influence any major decisions concerning you. You have assigned duties that come with an enhanced social influence.
You're either the mayor of a very important capital city, the senator of an influential state, or the leader of a
small country. The GM may give you more power depending on the setting or personal wishes. If your character is in charge
of a vast army or an extremely powerful nation, consider taking this Virtue a second time.
Contraband
You happen to know a few places in town or know how to find them. You're pretty well known underground
as a trusted buyer and are able to buy things in any populated area.
You can get anything, anywhere, within a business week. Just talk to the right person and it is yours.
A phone call could mean access to a tank. Black market prices will apply, making this virtue kind of useless without
the funds to back it up.
Wealth
The character has ready assets such as a few cars and a mansion. He owns a moderate business, small franchise, or works within
a large corporation. He has a personal monthly allowance that gives him free reign to afford common and uncommon local amenities.
Wealth may be taken again, making the character one of the richest people on the planet. Funds are basically unlimited at this point.
This money gives the character access to the best of the best, with the respect and admiration of anyone in his circle.
The corporate influence exerted by the character can even shape the politics of the entire world.
Fame
Celebrities tend to get special treatment and favours from the occasional rabid fan. Unless you take the appropriate
social penalty to go with it, you aren't mobbed whereever you go. However, you are famous in your occupation. So
famous in fact, that you are a national icon. You are considered a voice of the people who adore you, giving you the
ability to stand up for causes which mean something to your character. You're also quite well off (although aren't actually wealthy without the accompanying
virtue).
Allies
You ask them for a favour, they ask you for a favour. You need some information, so it's time to trade services. They
may not be friends, but they're willing to do business with you.
Your allies care about you and may come to your aid if they are the type. When you need it most, if you cajole and offer
enough, they will come to aid you in a time of need. This is equivalent to Flunkies, but you only know a few Allies (who
happen to be powerful enough in experience or influence to offer competent assistance). Allies almost always have valuable
information that could lead to new revelations in the plot or have items that could make certain situations work to the player's advantage.
Master
He won't follow you around, but he's willing to steer you in the right direction every once in
awhile. He taught you everything you know, but he still knows more. He's willing to give you advice when you need it; he's
willing to teach you more if you go to him. And last but not least, there is a good chance he's evasive or
at least condescending in his responses to you.
You can always trust when you go back that he'll have more to teach you. He's a tricked out character in all the areas that
matter and can be relied upon for serious matters. He may even be more powerful than you could ever imagine. This is equivalent
to Allies, but you only need one Master to match whatever assistance could ever be given to you. Also, your character is able to
learn and train in new abilities and skills much faster than normal.
Servant
Here is just one guy that matches the power, wit, and usefulness as all those flunkies combined. He is assigned especially
to you in some fashion and he's going to do the job right. It's up to the servant whether he is willing to follow all of
the orders of the character, although there is usually some incentive. Servants trick out at 500 experience and should gain experience very slowly.
Servants are based on about 250 experience and always try to have your back.
The difference between a Servant and the other virtues is that a Servant travels with the character and will follow most orders (depending
on the disposition of the servant).
Social Aura
Whenever the character talks, everyone nearby will stop what they are doing and
genuinely listen to what he has to say. If he is attempting to be very persuasive, those that fail the Charm check are
immediately Awed by his presence and will give serious thought to what he says. The character has +10% Charm.
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