TEXT: Name:
  Reach
  Mood
  Grasp 
  Data
  Sleight
  Tech 
  The Ascendant 
  Afflicted
  As the world around us burned, we burned from the inside. Yet just as 
  others learn to live with a world gone mad, the pathogens that laid us 
  low now coexist within our bodies. We are the children of the White 
  Horse, and just as we won the war within, we shall win the war without.
  Inheritance
  Your characters get +1 to Lore or Force. Quick characters pick one:
  Venus Flytrap: Regardless of your cosmetic 
  appearance, others see you as a pleasant and 
  soothing presence. 
  Sins of the Fathers: The infection has extended 
  your lifespan dramatically. You start with 3 Data. 
  Children of Sin: All your melee attacks gain the tag 
  Brutal and you have 1 Armor. 
  Protean: Replace your two last Harm slots with 
  “Adapted” and “Atavistic”, removing any Stat 
  penalty. 
  Typhoid Mary: You look perfectly normal and 
  healthy, but live under the effects of Survive or 
  Perish. 
  Stats
  Choose one:
   Reach -1, Grasp 2, Sleight 0 if the original 
  pathogen devastated whole swathes of the 
  Homeland before burning itself out.
   Reach 0, Grasp 1, Sleight 1 if the 
  original pathogen rapidly evolved in the 
  wild, constantly changing vectors and 
  developing new resistances.
   Reach -1, Grasp 0, Sleight 2 if the  original 
  pathogen’s spread was subtle and insidious 
  with a long incubation period.
  Doctrine
  Choose one:
  Blight: at the beginning of every Age 
  Transfer Surplus: Recruits from any Family 
  or Faction without Surplus: Medicine to 
  yourself. 
    Adaptation: If you recover the body of your 
  dead Character, add an extra Harm slot 
  to your next Character with a descriptor 
  related to the cause of death. A Character 
  can have only one such extra Harm slot.
  Dormancy: At the start of each age, gain 
  1-Data for each Family or Faction without
  Surplus: Medicine as their infected defect
  to you.
  Lifestyle
  Choose one:
   Nomadic: new infectees must be cared 
  for carefully over a few days of constant 
  medical attention. This gives characters 
  2-Armor against environmental hazards. 
     Dispersed: 
  your 
  people 
  spread 
  the 
  contagion purposefully. Gain Advantage 
  when infiltrating other factions.
   Settled: enemies in your territory become 
  infected and slowly turn on each other. 
  Traditions
  Chose one of each, or create something else:
  Populace: the beloved dead arisen; fungal 
  symbiote hosts; vectors of a sentient pathogen. 
  Style: filthy rags and mementos of the lost; 
  cancerous growths and visible mutations; the lab 
  coats of those who fought the pandemic in vain.
  Governance: viral hive-mind; cabal of prophetic 
  leaders; pack hierarchy. 
  Landmarks
  Draw a sign of one from each category on the 
  map, or invent your own:
  Before: A haunted asylum; an overrun research 
  hospital; a gigantic, damaged water plant.
  The Fall: A failed quarantine zone; a tomb city 
  where the remains of patient Zero are said to 
  reside; a stasis facility.
  A Threat: A cult of fanatical plague doctors; a 
  savage nation, ready to invade; a deadly fungus 
  spreading from a single fruiting body.
  History
  Then, ask the other Families:
  Which of you helped stabilize the original pathogen 
  in the distant past? Give them 2-Treaty.
  Which of you had a prominent scion contract 
  the infection? You took them in, ensuring their 
  survival. Get 1-Treaty on their family.
  Who among you hunted us like dogs in the past? 
  When did you realized we could be saved?  
  Exchange 1-Treaty on each other as guilt and 
  fear waxes and wanes.  
  Resources
  Pick two as Surpluses and take the rest as Needs: 
  Recruits, Scavengers, Medicine, Leadership, Land
  
  Moves 
  Surpluses
  Needs
  T r eaty
  F ac tion
  You rs On Them
  Theirs On You
  Reach
  Grasp 
  Sleight 
  Mood
  Data
  Tech 
  Alliance Move: When another group sees the intellect 
  beneath your monstrous façade, gain 1-Treaty on them.
  Your character has a personal treatment regimen that keeps the infection at bay. In addition, pick 3:
  How Do You Fight?
   Monofilament Flagella Clouds (Far, Area)
    Overstimulated Adrenals (Melee, Brutal)
   Microbial Saliva (Ranged, Aberrant)
  How are you Defended?
   Hardened Carapace (Utility, Tough)
   Swarm Intelligence (Mantle, Comms)
   Boosted musculature (Implanted, Mobile)
  How Do you Travel?
   Through Vast Tunnel Networks (Land, Swift)
    Within Massive Symbiotic Organisms (Land, 
  Transport)
  Within Aerodynamic Restorative Cocoons (Air, 
  Med Bay)
  What Useful Experience Can You Draw Upon?
   Epidemiologists (Quality 1, Diseases)
   Asymptomatic Carriers  (Quality 1, Scouting)
   Deathspeakers (Quality 1, Genealogy)
    Su rvive or Peris h
  Evolution is an imperfect and often violent 
  process. Describe the Affliction’s first symptoms as 
  a Harm slot descriptor, and give it a Stat penalty of 
  your choice. 
  Those who have any sort of physical contact with 
  you (including a fight) must replace a penalty-free 
  Harm slot with your Affliction. You and anyone else 
  infected by your Affliction are immune to other 
  pathogens. 
    The Horde
  Little by little it grows, from a pack to a mob, and 
  as the affliction spreads the horde slowly becomes 
  an unstoppable tide of flesh. Only you can stack 
  Surplus: Recruits as the masses of infected march to 
  your beck and call. This has several effects: 
  •
  Roll Claim by Force with Advantage if you have 
  2 or more Surplus: Recruits instances.
  •
  Gain Surplus: Recruits on a 10+ when you Claim 
  by Force as your fallen foes raise to join the
  infected horde. 
  •
  Add the following to Claim by Force options: 
  “The shambling horde takes the brunt of the
  damage: lose one Surplus: Recruits”
  Blood R emem brance
  Commune with the infected dead to change one 
  Surplus: Recruits to 3 Data as you dig deep into the 
  memories of a thousand dead people swirling in 
  your bloodline. 
  If other families take part in the ceremony, 
  they may convert Surplus: Recruits into Surplus: 
  Researchers, Scouts, Operatives, Warriors etc as 
  knowledge spreads like an infection.
    Eclipse Phase
  They think they are in control? They have no idea 
  what you are capable of. 
  When you roll Subterfuge gain one extra thing 
  your agents can achieve even on a miss. Also,  add 
  the following options to the Subterfuge list:
  • 
  “They weaken their agents: turn Surplus: 
  Artisans, Scouts or Scavengers into Surplus: 
  Recruits.”
  • 
  “They subvert social order: if the target has
  Surplus: Recruits, you can Erase a Surplus of
  theirs: Motivation, Morale or Leadership.” 
  Blood Bon ds
  The Afflicted share a rudimentary hive mind. For 
  as long as your people submit their consciousness 
  to the demands of the Affliction you roll Hold 
  Together with Advantage. 
  If other Families partake in the ceremony, they get 
  fleeting Advantage on their next Hold Together.
    Gestalt
  There is strength in unity and clarity of purpose, 
  and no one can hope to match yours. Welcome to 
  the top of the food chain.
  When your character melds the flesh and bone 
  of their Companions with theirs, form one entity 
  - an organic engine of destruction. Sacrifice their
  Quality to gain Hold, 1-for-1. Spend this Hold to: 
  • 
  Boost any Force roll to 10+ 
  • 
  Gain 3 Armour vs one attack. 
  If all Hold is spent your Companions are dead, 
  consumed to keep you alive. Otherwise, your 
  companions can disentangle safely and unharmed.
  Take two.
  
SOURCE: textdata/thevault/Powered by the Apocalypse/Legacy/Legacy 2e/KS Material/Families & Factions/Legacy - Life Among The Ruins (2nd Edition) - Families & Factions - The Ascendant Afflicted.pdf