[FOCI]

Prepped for the End

Rust and Redemption

You prepared for ultimate disaster, unlike most of the sheeple. Which means you stashed away food, water, and other survival gear when things were still okay. You trained yourself for harsh conditions, for basic machine and electronic repair, and maybe even in a musical instrument to pass the time in the bunker when no other entertainments could be had. You'd excel in a small group of other survivors, but you're ready to go it alone if that's what it takes. Above all, you're prepared to make it through whatever the future holds, no matter how daunting the odds. Because you prepped wisely.

Additional Equipment

A firearm of your choice (with ten bullets or shells), a handloading tool set, and a small musical instrument (such as a harmonica).

Minor Effect Suggestion

Your foe slips in some decaying garbage or spill from the before-times, and their actions in the next round are hindered as they regain their balance.

Major Effect Suggestion

You find or spy an item from the Useful Stuff table.

Tier 1

Practiced in Light Armor Enabler

You can wear light armor for long periods of time without tiring and can compensate for slowed reactions from wearing light armor. You reduce the Speed cost for wearing light armor by 1. You start the game with a type of light armor available in the area, such as a leather jacket. Enabler.

Prepared Caches Enabler

You have a prepped secret hideout with shelter and basic supplies capable of seeing you through a year or more, or up to six people through about three months. In addition, you have knowledge of three different secret supply caches you put together and hid before everything fell apart, chosen from the following. The caches are located no closer than about 5 miles (8 km) from each other.

Trained for Toughing It Enabler

Choose one noncombat skill that would be helpful for surviving after the apocalypse, such as hunting, tracking, carpentry, or stealth. You are trained in that skill.

Tier 2

Tinker (1 Intellect point) Action

You make a device do something different from its original purpose. For example, a blaster becomes a bomb. A scanner becomes a signal booster for a radio transmitter. A music player becomes a battery for another device. The effective level of the modified device is 1 lower than normal, and the device is rendered unusable (for its original purpose) until repaired.

Action to initiate.

Weather the Vicissitudes Enabler

Helping your friends means being able to stand up to everything the world throws at you. You have +1 to Armor. Also, you resist heat, cold, and similar extremes and have an additional +1 to Armor against ambient damage or other damage that would normally ignore Armor.

Tier 3

Ability Choice: Choose either Fruitfully Pass the Time or Stashed Vehicle as your tier 3 ability.

Fruitfully Pass the Time (4 Intellect points) Action

You are trained in one performance skill, such as singing; playing a fiddle, harmonica, or other instrument; or something else that others would enjoy watching or hearing you do. When you perform with the skill gained through this ability for one minute and you succeed on a difficulty 3 performance roll, you and all allies within short range who can hear and see you immediately gain a one-action recovery roll. You can’t use this on someone again until you use a one-hour or ten-hour recovery roll. Action to initiate, one minute to complete.

Stashed Vehicle Enabler

You track down where you or a fellow prepper stashed a vehicle, pristinely stored to remain in working order with minimal repairs required. The vehicle has a viable power source (such as hundreds of gallons of gasoline treated to resist decomposition, or a rechargeable battery with options for solar or wind recharging). The vehicle could be an all-terrain vehicle (ATV), a truck, or something else; work with your GM to figure out the particulars.

Tier 4

Know Where to Look Enabler

Whenever the GM obtains a result for you on the Useful Stuff table, you get two results instead of one. If the GM is using some other method to generate rewards for finding valuables, you gain double the result you would otherwise obtain.

Tier 5

Ambusher Enabler

When you attack a creature that has not yet acted during the first round of combat, your attack is eased.

Tier 6

Ability Choice: Choose either Discipline of Watchfulness or Escape the Ruins as your tier 6 ability.

Discipline of Watchfulness (7 Intellect points) Enabler

You keep your allies on their toes with occasional questions, jokes, and even mock drills for those who care to join in. After spending 24 hours with you, your allies can apply a free level of Effort to any initiative tasks they attempt. This benefit is ongoing while you remain in the allies' company. It ends if you leave, but it resumes if you return to the allies' company within 24 hours. If you leave the allies' company for more than 24 hours, you must spend another 24 hours together to reactivate the benefit. You must spend the Intellect point cost each 24 hours you wish to keep the benefit active.

or

Escape the Ruins (6 Intellect points) Action

While in any area containing ruins from before the apocalypse, you find or create a significant shortcut, secret entrance, or emergency escape route where it looked like none existed. Doing so requires that you succeed on an Intellect action whose difficulty is set by the GM based on the situation. You and the GM should work out the details. Action.

GM Intrusions: Someone else finds and claims a cache. Food from a stash makes someone sick. Raiders learn about the hideout.