Scalable Advantages in Shadowfall | World Anvil
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Scalable Advantages

Most Scalable Advantages have a rating from 1-5. The higher your rating in a given advantage the more bonuses the advantage will grant your character. Scalable advantages differ from most in that you can always return to them and upgrade them with XP points or have them be downgraded (and in some cases upgraded) through in game actions.  

Athletics

  The character is a sports professional and his physical fitness reflects this. Each higher dot taken in this advantage also grants the bonuses of lower dots.
  • Active - ●: Chose a Specialization in Athletics or a secondary Specialization under Athletics if you Possess one already. Requirements: Athletics 2.
  • Sports Enthusiast - ●●: Increase your Initiative by 1 dot. Requirements: Athletics 3.
  • Sports Junkie - ●●●: Increase your Endurance by 1 dot. Requirements: Athletics 3.
  • Athlete - ●●●●: Increase either your Dexterity, Stamina or Strength by 1 dot. Requirements: Athletics 4.
  • Professional Athlete - ●●●●●: Gain an additional Health Box. Requirements: Athletics 5.

Fighter

  Either due to growing up on the streets or by training the character is incredibly deadly with his fists. Each higher dot taken in this advantage also grants the bonuses of lower dots.
  • Self-defence Classes - ●: Chose a Specialization in Brawl or a secondary Specialization under Brawl if you possess one already. Requirements: Brawl 2.
  • Trained Fighter - ●●: Add a 1 Point Bonus to any Disarming Actions you make using Brawl. Requirements: Brawl 2.
  • Brawler - ●●●: Add a 1 Point Bonus to any Grapple or Break Hold Actions you make. Requirements: Brawl 3.
  • Cage Fighter - ●●●●: Add a 1 Point Bonus to any Aimed Strike Actions you make using Brawl. Requirements: Brawl 4.
  • Master - ●●●●●: Add a 1 Point Bonus to any All-Out Attack Actions you make using Brawl. Requirements: Brawl 5.

Crafting Tools

  The character has access to the tools of a skilled craftsman. For each dot the character possesses in this advantage gain a Bonus Point to any Tinkering related rolls using crafting tools, up to 3 dots and after that gain the further additional Bonus Points only if it is related to the characters crafting specialization.
  • Work Bench - ●: The character possesses basic power tools neatly arranged around a simple workbench. The tools are good enough for some basic repairs but are not specialized enough to work on more specialized pieces of equipment. Requirements: Craft or Science or Technology 1.
  • High Quality Tools - ●●: The character possesses tools which are normally used in a professional trade. These are durable and high quality but still lack the capacity to do more delicate or highly specialized pieces of work. Requirements: Craft or Science or Technology 2.
  • Craftsman ●●●: The character is a craftsman by trade. Chose a Specialization under Craft. If you possess one already you may choose a secondary one. Requirements: Craft or Science or Technology 3.
  • Specialized Tools - ●●●●: The character now possesses highly specialized tools to perform work. The tools are directly related to his Specialization under craft and are related to it. Requirements: Craft or Science or Technology 4
  • Cutting Edge Equipment - ●●●●●: The character now possesses the most advanced tools available in his Crafting Specialization and nearly nothing, provided he has the material, should be beyond his ability to craft. Requirements: Craft or Science or Technology 5.

Gear Head

  The character is a car enthusiast and knows his way behind the wheel. Each higher dot taken in this advantage also grants the bonuses of lower dots.
  • Car Owner - ●: Your character owns an average motor vehicle. Requirements: None
  • Gear Head - ●●: The character owns high quality tools to work on his vehicles. Any rolls related to working on a motor vehicle using either Drive, Craft or Technology benefits from a 2 Point Bonus. Requirements: Drive, Craft or Technology 1.
  • Car Enthusiast - ●●●: The character owns a secondary motor vehicle of a higher quality. Requirements: Finance or Drive 2.
  • Garage - ●●●●: The character owns a car garage where he is more than capable of repairing, building or modifying existing vehicles. Any rolls related to working on a motor vehicle using either Drive, Craft or Technology benefits from a 2 Point Bonus (This is accumulative with Gear Head). Requirements: Drive 3.
  • Getaway Car - ●●●●●: The character owns a specialized vehicle which is perfectly capable of blending in with the surrounding traffic, is heavily reinforced to protect the driver and possesses a revved-up engine for speed. Not only is the vehicle heavily customized but the character himself has an incredible talent for operating it. All maneuvers with this Vehicle cannot exceed a difficulty of 3, opposing rolls are not affected. Requirements: Drive 4 and either Finance, Streetwise or Technology 2.

Arsenal

  The character owns an extensive collection of weapons. This advantage can either be used for a character to start with Melee or Firearms. The character can take either the Melee or Firearms bonus only if he has the correlating number of dots in that skill. Alternatively, if he meets the requirements for both, the melee and firearms bonus, he gains both.
  • Basic Tools of Murder - ●: The character starts the game with 10 weapon points to spend. Requirements: None
  • Combat Weapons - ●●: The character starts the game with 20 weapon points. Requirements: Firearms and/or Melee 1 or Finance 1.
  • Combat Armor - ●●●: The character starts the game with 30 weapon points and begins the game with Combat Armor (Defence 3). Requirements: Firearms and/or Melee 2 and Finance 1.
  • Specialized Weaponry - ●●●●: The character starts the game with 40 weapon points and can either equip each weapon with a specialized attachment (silencer, scope etc) or begin the game with Combat Armor (Defence 3 ). Requirements: Firearms and/or Melee 3 and Finance 2.
  • Occult Weapon - ●●●●●: The character starts the game with 50 weapon points and can either equip each weapon with a specialized attachment (silencer, scope etc), begin the game with Combat Armor (Defence 3 ) or have one of his weapons have an occult upgrade. Requirements: Firearms and/or Melee 3. Finance 2 and Occult 1.

Disguise

  For whatever reason, whether he be a theatrical actor or just someone who is really into special effects, the character knows how to make a very convincing disguises. Each higher dot taken in this advantage also grants the bonuses of lower dots.
  • Large wardrobe - ●: The character owns a large wardrobe which he uses to constantly change his appearance or match it for an event. The character can modify his Appearance by 1 Point (up or down) and adds a 1 Point Bonus when making a Stealth check in a crowd. Requirements: Stealth or Finance 1.
  • Make up Station - ●●: Whether to improves one's looks or to hide distinguishing features, a brush and some imagination can go a long way. The character can modify his Appearance by 1 Point (up or down) and adds a 1 Point Bonus when making a Stealth check in a crowd, this is accumulative with the first dot in this advantage. Requirements: Stealth or Craft 1.
  • Special Effects Kit- ●●●: The character owns movie quality make up and special effects allowing them to radically alter their appearance. The character can now add convincing fake pieces of flesh to their face to heavily modify their appearance. While anyone who outright knows the person will still be able to tell its them with closer investigation, others will be none the wiser. Requirements: Stealth 2 and Craft 1.
  • Hyper Real Mask - ●●●●: The character had acquired a set of 3 hyper realistic masks which he can use to completely fool people as to his true appearance. For all intense and purposes anyone looking for your character while he is wearing one of these masks will be unable to find them unless they are aware of your alternative personality. Requirements: Stealth or Expression 2.
  • Auroral Masking - ●●●●●: The character owns an occult item that hides their true aura from the perception of others, making him able to make full use of his disguise even against those with Supernatural perception. Supernatural creatures able to see Auras and spiritual signatures find nothing out of place on your character. Requirements: Stealth 3 and Occult 2.

Survival

  Your character had been exposed to extreme environments and trained in advanced survival techniques. This advantage can be taken several times. Each time this advantage is chosen a type of terrain must also be clarified. Whenever a character possesses a point in this advantage any tests done on the correlating terrain, against the environment itself, cannot exceed a difficulty of 3.
  • Idyllic Environment - ●: Hills, meadows, forest, cities… Requirements: Survival 1
  • Difficult Environment - ●●: Jungles, mountains, swamps, deserts… Requirements: Survival 2.
  • Extreme Environments- ●●●: Tundra, volcanic terrain, caves… Requirements: Survival 3.
  • Umbral Terrain - ●●●●: Any terrain in the high or lower Umbra but not specific regions such as the Underworld, Malefas or Arcadia. Requirements: Survival 4 and Occult 1.
  • Extreme Umbral Terrain - ●●●●●: Any terrain in the Umbra with the exception of the most dangerous (specific areas in Malefas, the Underworld or the Pit itself). Requirements: Survival 5 and Occult 2.

Pets

  The character owns a pet or an animal companion.
  • Small Pet - ●: The character owns a rat, pigeon, bat, ferret or similar animal no heavier than 10 kilograms. Requirements: Animal Ken 1.
  • Large Pet - ●●: The character owns a larger pet such as a dog, cat, eagle etc. no heavier than 30 kilograms. Requirements: Animal Ken 1.
  • Beast - ●●●: The character owns large animal such as a horse, cow, lion, leopard etc. no heavier than 100 kilograms. Requirements: Animal Ken 3.

Empathy

  The character is incredibly good at emotional perceptive. You can take any number of dots in this advantage. For each dot select a single emotion your character is good at perceiving. Add the correlating specialization to Empathy. You can take a total of 5 dots in this advantage.  

Insight

  Your character had experienced the intricacies of many different organizations. This advantage can be taken several times. Each time this advantage is chosen a type of organization must also be clarified. The character has a very good understanding of the chosen organization.
  • Legal Mortal Organizations - ●: This includes corporations and governments. Requirements: Insight 1 and Politics or Finance 1.
  • Secret Organizations - ●●: This includes criminal syndicates and secret societies. Requirements: Insight 3 and Streetwise 1.
  • Occult Organizations- ●●●: This includes any type of supernatural society including, but not limited to, Garou Tribes, Kindred Camarilla, Mage Chantries and so on. Requirements: Insight 5 and Occult 1.

Reputation

  The character has a fearsome reputation with a select group of people. This advantage can be taken several times but each entry can only have as many dots as there are in the characters unmodified Intimidation skill. Each time this advantage is chosen a type of organization or group of individuals must also be clarified. The character gains a bonus to any Intimidation roll against the chosen group equal to the number of dots he took in the advantage for it (up to a maximum of 5). Note that there is a downside to being feared in that if you show weakness it might lead to a loss of support or outright aggression from the chosen group.

Followers

  Your character had managed to amass a following of people who are willing to lay down their lives for him or lend their expertise to his cause. This advantage can be taken several time and in one of 2 ways. Either they are part of the characters inner circle (family members, oathbound individuals or similar) or they can come from a particular source (security company, mercenary core, contract…). If they are not part of your inner circle you will need to provide the storyteller with what their motivation for serving you is (money, shared goals…). Followers who are not part of your inner circle can usually come in higher numbers but are also more likely to abandon your character if you no longer serve their goals or outright betray you.
If you are taking followers who are not part of your inner circle you double the total number of followers provided by each dot.
  • First Volunteer - ●: You are not very charismatic but you did manage to make a friend who would be willing to put their life on the line for you, if they could remain sensible for long enough that is. You start the game with a single Weak Mortal as your follower. Requirements: None.
  • Buddies in Crime - ●●: You managed to convince some members of the lower middle class to see you as their leader. Start the game with either 3 Weak Mortals or a single Average Mortal as your follower(s). Requirements: Leadership 1.
  • The Beginning of a Movement - ●●●: Your character is charismatic enough to start attracting large numbers of people to his cause and even capable of seducing capable individuals. Start the game with either 9 Weak Mortals, 3 Average Mortals or a single Gifted Mortal as your follower(s). Requirements: Leadership 2.
  • Boots on the Ground - ●●●●: Your character is a true mover and shaker of people. He has a large number of followers willing to lay down their lives for him. Start the game with either 30 Weak Mortals, 10 Average Mortals or 3 Gifted Mortals as your follower(s). Requirements: Leadership 3.
  • Deadly Right Hand - ●●●●●: The character had managed to acquire the services of a particularly gifted and deadly mortal. Start the game with a Deadly Mortal as your follower. Requirements: Leadership 3.

Fame

  Your character if famous. This can be both a positive and a negative as it will open many doors for your character but equally paint a target on his back. This advantage is not compatible with Hidden Identity.
  • Neighborhood Hero - ●: You are not famous in the truest of sense but the local neighborhood knows of your exploits and you undoubtedly have many fans amongst their mist who look up to you. Requirements: None.
  • Local Legend - ●●: While not really famous outside of your city, inside of it you are very well known and admired. Requirements: Expression 1.
  • Country Star - ●●●: You are famous at least in your own country and have large numbers of fans who line up to see you. Requirements: Expression 2.
  • International Sensation - ●●●●: Your character is famous continent wide and has many adoring fans who follow his movements fanatically. Requirements: Expression 3.
  • Superstar - ●●●●●: You are famous in the truest of sense. Your face is on billboards, no club will ever say no to you and you have one of the most recognizable faces on the planet. Requirements: Expression 4.

Connections in the Underworld

  Your character is mixed up in some segment of crime. While this doesn’t exactly give him a clean slate it might make other activities somewhat easier. Each higher dot taken in this advantage also grants the bonuses of lower dots.
  • Smuggling Ring - ●: Your character is part of a smuggling ring giving him access to illicit items. This does not extend just to narcotics and weapons but also to banned literature, news and information. Requirements: Streetwise or Larceny 1.
  • Criminal Enterprise - ●●: Your character has a criminal enterprise which he uses to make a decent amount of income on the side. Increase your Resources by 1 dot. Requirements: Streetwise or Larceny 1.
  • Mob Family - ●●●: Blood in, blood out. You are born into a life of crime and while that may not be the one you chosen it certainly comes with its perks. Increase your Resources by an additional dot (this is culminative with Criminal Enterprise) and start the game with an extra dot in Followers (or increase an existing follower advantage you already taken by 1). Requirements: Streetwise or Larceny 2.
  • Dirty Politics - ●●●●: You know crime is ripe when corruption is prevalent and there is no more of a corrupt pursuit than politics. Increase your Influence by 2 dots. Requirements: Streetwise and Politics or Larceny and Politics 2.
  • Occult Benefactor - ●●●●●: You are so deeply embedded in the criminal underworld you often rub shoulders with the supernatural. Start the game with a Deadly Mortal who is not part of your inner circle. Requirements: Streetwise and Larceny 3.

Hidden Identity

  The character had gone to great lengths to remain anonymous and off other people’s radar. This advantage is not compatible with Fame.
  • Clean - ●: The character has no prior charges and has no criminal record. While his identity is not hidden it is not of special interest to any organization. Requirements: None
  • Alias - ●●: The character has a proper identity but operates all his businesses and dealings under an alias, being careful to never link his activities with his day-to-day life. Requirements: Subterfuge 1 or Investigation 1.
  • False Identity - ●●●: The character has a fully built-up false identity and uses it to escape the notice of authorities. Requirements: Subterfuge 2 or Investigation 2.
  • Legion - ●●●●: Instead of one, the character has dozens of false identities instead. While his real one still exists, he can seamlessly switch between his identities to hide from pretty much anyone. Requirements: Subterfuge 3 or Investigation 3.
  • Ghost - ●●●●●: Through lies, bribery and murder the character had managed to completely delete any records of his previous identity and does not exist on any database. Requirements: Subterfuge 4 or Investigation 4.
 

Education

  The character is highly educated and his mental abilities reflect this. Each higher dot taken in this advantage also grants the bonuses of lower dots.
  • Fully Educated - ●: Chose a Specialization in Academics or a secondary Specialization under Academics if you Possess one already. Requirements: Academics 1.
  • Private Tutor - ●●: Increase your Linguistics by 1 dot. Requirements: Academics 2.
  • Highly Educated - ●●●: Increase your Technology and Science by 1 dot. Requirements: Academics 3.
  • Valedictorian - ●●●●: Increase either your Charisma, Manipulation, Composure, Resolve, Intelligence or Wits by 1 dot. Requirements: Academics 4.
  • Scholar - ●●●●●: Gain an additional Willpower Box. Requirements: Academics 5.

Resources

  The character is to a lesser, or greater, extent monetarily better off than most of his peers.
  • Middle Class - ●: The character still faces bills and hardship but he is not poor. The character has the finances for a nice comfy home and can afford most common items. Generally, your character can easily spend a 100$ per session/day and not be any worse off. Requirements: None.
  • Upper Middle Class - ●●: The character is on the road to success and is defiantly better off than most. The character has the finances for a very comfortable home and can afford any common item as well as some more luxury ones. Generally, your character can easily spend a 1000$ per session/day and not be any worse off. Requirements: None.
  • Rich - ●●●: The character is rich. He owns a spacious home, doesn’t have to work and can afford most luxury items. Generally, your character can easily spend 10 000$ per session/day and not be any worse off. Requirements: Finance 3.
  • Ultra-Rich - ●●●●: The character is as rich as celebrities your used to seeing on TV, owns several homes and villas and can afford any luxury item. Generally, your character can easily spend a 100 000$ per session/day and not be any worse off. Requirements: Finance 4.
  • Top 1% - ●●●●●: You hold more wealth than some small countries, needless to say your monetary resources are nearly endless. Generally, your character can easily spend a 1 000 000$ per session/day and not be any worse off. Requirements: Finance 5.

Influence

Your character is influential in mortal society allowing him to bend events to his will far more easily.
  • Well Connected - ●: Your characters standing is such that he is guaranteed to have a respectful hearing regardless of circumstance. Requirements: None.
  • Influential - ●●: You have such reach that other people wish to do favors for you in order to climb the social ladder. Requirements: None.
  • Entrenched - ●●●: Mortal power brokers and factions hesitate to offend you. Requirements: Politics 2.
  • Powerful - ●●●●: Without good reason to not do so functionaries and foot soldiers obey you without question. Requirements: Politics 3.
  • Dominant - ●●●●●: Lesser figures squabble and fight for your favors. Requirements: Politics 4.

Surgery

  For reasons known only to you, your character owns and operates a small medical practice.
  • Pharmaceutical License - ●: The character possesses a pharmaceutical license which allows him to get large quantities of usually highly regulated substances for whatever his needs may be. Requirements: Medicine or Science 1.
  • Surgical License - ●●: The character has the license to perform his own surgeries or operations, whether the license is legally acquired or not is up to debate. Add a 2 Point Bonus to any Health test done by the character. Requirements: Medicine or Science 2.
  • Personal Ambulance ●●●: Owns a personal ambulance vehicle allowing him to possess a mobile medical facility. Requirements: Medicine 3 and Finances 1.
  • Surgical Tools - ●●●●: The character now possesses highly specialized tools to perform medical work. Take a specialization under Medicine or take a secondary specialization if you already possess one. The tools are directly related to his Specialization under craft and are related to it. Requirements: Medicine or Science or Technology 3
  • Medical Facility - ●●●●●: The character owns and operates his own medical facility. Requirements: Medicine 4, Finance 2 and Science or Technology 2.

Occult Rituals

  This advantage is not available to supernatural creatures (although enhanced humans are not excluded). The character can take a single common occult ritual of an equal value as the number of dots he took in this advantage. This advantage can be taken several times.
  • Occult Enthusiast - ●: You can take a single Level 1 Common Occult Ritual. Requirements: Occult 1.
  • Practitioner - ●●: You can take a single Level 2 Common Occult Ritual. Requirements: Occult 2.
  • Discipline ●●●: You can take a single Level 3 Common Occult Ritual. Requirements: Occult 3.
  • Cultists - ●●●●: You can take a single Level 4 Common Occult Ritual. Requirements: Occult 4.
  • Master of the Occult - ●●●●●: You can take a single Level 5 Common Occult Ritual. Requirements: Occult 5.
  • TO BE ADDEDD

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