User Tools

Site Tools


enterprises

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
enterprises [2020/08/07 21:11]
kyle
— (current)
Line 1: Line 1:
-====== Enterprises ====== 
-  
-^Enterprise ^Explanation ^Classes ^ 
-^(Class) School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Supply each. |[[Classes|Any]] | 
-^Airfield |Flying creatures or vehicles can freely take off and land in the settlement. |[[Flyer]] \\ [[Vehiclist]] | 
-^Clinic |Lost points of Flesh can be restored to creatures in the settlement at a cost of 1 Supply for all lost Flesh restored instead of 1-for-1 as normal. Injuries can be removed quickly in the settlement by spending 1 Supply per injury. Permanent injuries can be surgically repaired for 5 Supply instead of 1. Creatures with the Synthetic weakness cannot benefit form a Clinic. |[[Adamant]] \\ [[Healer]] | 
-^Curio Shop |The settlement hosts a shop that stocks many unusual things. Every session, the curio shop stocks 3 keystones from completely random classes, available for purchase for 1 Supply each. Unbought keystones disappear and are replaced with new ones at the beginning of the next session. |[[Merchant]] \\ [[Outfitter]] | 
-^Drill Yard |Space has been set aside for practice and sparring with melee weapons. Adventurers can spend a training fee of 1 Supply in the establishment to temporarily increase their Melee combat skill by +1 until the end of the current session. A Drill Yard cannot be used more than once in a given session by any single adventurer. |Any Melee-type weapon class | 
-^Entertainment |The settlement has interesting shows and distractions for adventurers to unwind with. Adventuring parties can spend 1 Supply per party member here to carouse together, resulting in +1 XP for all participants. Doing this a second time during a session costs 2 Supply per party member for +1 XP each, a third time costs 3 Supply per party member, and so on. |[[Acrobat]] \\ [[Charlatan]] \\ [[Chef]] \\ [[Seducer]] \\ [[Wrestler]] | 
- 
-^Garage |New vehicles may freely be purchased in the settlement by anybody with the Vehiclist class. |[[Vehiclist]] | 
- 
-^Indulgence |The settlement has pleasant and enticing ways to sate one's desires. Adventurers can spend 1 Supply in the settlement to instantly remove up to 3 points of Stress. |[[Chef]] \\ [[Seducer]] | 
-^Laboratory |When conducting research in order to unlock a class, the check difficulty is reduced by 3 for every keystone expended instead of the normal 1. |[[Instructor]] \\ [[Investigator]] \\ [[Scholar]] | 
-^Pantry |Adventurers that end a day in the settlement do not need to spend any Provisions to feed themselves that day. |[[Chef]] \\ [[Ghoul]] \\ [[Survivor]] | 
-^Squad |The settlement is home to a squad of 10 soldiers focusing on this class's weapon type. A single settlement can have multiple versions of this enterprise. All 10 soldiers are level 5 and have the same abilities/statistics, determined by you. At least two of the soldier's five abilities need to be weapon abilities, and all of the soldier's abilities need to be ones personally known by the retiring adventurer who establishes the squad. Squads fight for the interests of their local settlement. If a squad is wiped out, it can be restored to fighting order by spending 5 Supply. |[[Classes|Weapons]] | 
-^Racetrack |The settlement hosts regular races of some kind. You can bet on the outcomes if you want; see the Enterprises page for more information. |[[Luckster]] \\ [[Sprinter]] \\ [[Vehiclist]] | 
- 
-^Recruitment Office |When hiring a follower in the settlement, you have a wide pool of applicants and can effectively create your own followers by specifying their level, loadout, combat ability distribution, etc. The referee only determines their appearance and temperament (and maybe not even that). |[[Luminary]] | 
- 
-^Repair Shop |Vehicles can restore all lost points of Flesh for the price of 1 here. Creatures with the Synthetic weakness can treat Repair Shops as Clinics for purposes of repairing injuries or restoring Flesh. |[[Adamant]] \\ [[Vehiclist]] | 
- 
-^Shooting Range |Space has been set aside for target practice with Remote weapons. Adventurers can spend a training fee of 1 Supply in the establishment to temporarily increase their Remote combat skill by +1 until the end of the current session. A Shooting Range cannot be used more than once in a given session by any single adventurer. |Any Remote-type weapon class | 
-^Demolition Ground |Space has been set aside for properly testing large munitions. Adventurers can spend a training fee of 1 Supply in the establishment to temporarily increase their Whelm combat skill by +1 until the end of the current session. A Demolition Ground cannot be used more than once in a given session by any single adventurer. |Any Whelm-type weapon class | 
- 
-^Goblin Market |The merchants in a Goblin Market will trade cash and valuable trinkets for your memories (such as the smell of your childhood home or the color of your departed spouse's hair). Adventurers can chose to exchange 1 XP for 3 Dosh here. This can reduce XP to 0 but not below 0 (or in other words, you cannot actually lose a level from it). |[[Merchant]] | 
- 
-^Keystone Bazaar |All manner of keystones are for sale in the Keystone Bazaar, but finding them can be tricky. Name a class you wish to find a keystone for and roll a die to find out its price: 1-3 means that keystone is currently not available for any price, 4-6 means it is available for 5 Dosh, 7-9 means it is available for 2 Dosh, and 10+ means it is available for 1 Dosh. You are not obligated to buy a keystone if the price is too high, but the price is what it is for right now. If you purchase a keystone, purchasing another of the same type requires you to pay the next-lowest availability price (1->2->5->n/a). Availability is completely reset and re-rolled during each new session, as the flow of goods refreshes the marketplace. The die rolled to determine keystone availability is not a trigger die and cannot be manipulated via effects that change trigger dice. |[[Merchant]] | 
- 
-^Vault |Adventurers have a shared storage space complete with proper categorization and curation. Any adventurer can take or leave any item in the Vault. The Vault can hold any number of items, and its contents persist between sessions. Individual players with multiple adventurers can also use a Vault to transfer items between them. | | 
- 
-^Memorial |A place has been set aside to remember the dead and reflect on the lessons their spent lives provide. Adventurers can visit the Memorial to pay respects to fallen adventurers that have previously died in the current campaign, and doing so yields XP depending on the rank the dead adventurer had achieved: \\ \\ Noob: 1 XP \\ Seasoned: 2 XP \\ Veteran: 3 XP \\ Paragon: 4 XP \\ Legend: 5 XP \\ \\ A single adventurer can gain XP from the Memorial a maximum of once per session, and can only gain XP from any given dead adventurer once per lifetime. Write the dead's name somewhere on your character sheet after you've learned from them so you remember. | | 
- 
-^Resurrecter |Through some form of dangerous fuckery (such as blood sacrifice or plundering alternate timelines) the dead can be returned to life here. This costs a variable amount of Supply: 5 Supply if the subject died during the current session, 10 if they died during a previous session, 20 if they died before the campaign ever even started at all. Roll a die when bringing a subject back to see how successful you were (this is not a trigger die and thus cannot be affected by abilities that modify trigger die results): \\ \\ 1-4: Came back very, very wrong. The subject becomes horribly monstrous in some way, possibly in appearance but definitely in personality (GM decides the details). You're probably going to have to put them down again, if you can. \\ 5-6: Heavy Mutation. Resurrected creature gains 3 random mutations. \\ 7-8: Slight Mutation. Resurrected creature gains one random mutation. \\ 9-10: Alteration: Resurrected subject changes background/coloration/race/sex/whatever (GM choice/whim). This is purely cosmetic and doesn't otherwise affect the target's basic personality/capabilities at all. \\ 11-12: Perfect Resurrection. The subject comes back exactly as they were before. Good job buddy! | | 
- 
-^Mutatorium |A clinic specializing in the treatment of mutants and mutations. The surgeons and geneticists here can reverse an unwanted mutation for a fee of 5 Supply, assuming you survive long enough to make it to the clinic. | | 
- 
-^Legacy |A team of law-givers and officials can make sure that all your assets are well-distributed if you should happen to die while adventuring. Upon adventurer death, the player can choose exactly who to distribute that adventurer's assets to (including any assets stored back in the home base which might otherwise be lost). More importantly, the dead adventurer can create a new establishment exactly as if they had retired (if they can afford to do so). The establishment is created in memory of the dead adventurer instead of serving as their retirement plan, but the end result is the same. | | 
- 
-^Menagerie |Facilities dedicated to the feeding and care of various animals. Keep a list of animal types in your menagerie; you can purchase a tame, generally agreeable but not necessarily totally loyal animal of any type in your menagerie by spending 1 Supply per level of the animal purchased. Purchased animals will accompany you on adventures so long as they are well cared-for and don't feel too endangered. You can add new animal types to the menagerie's availability list by bringing/relinquishing at least one specimen back to it. |[[Beastmaster]] \\ [[Captor]] | 
- 
-^Heroic Epic |get +1 XP after a session in which you were a big damn hero | | 
-^Manufactory |duplicate an artifact you already have  | | 
-^Graveyard |grant xp for giving fallen comrades a proper burial  | | 
-^Justice |grant xp for bringing criminals back alive to face trial | | 
- 
-===== Racetrack ===== 
- 
-Races are turn-based, just like battles. The racetrack is 12 spaces long, and every racer takes a turn moving a random 1-4 spaces along it. The first one to enter or pass the #12 space wins. Racers begin a new race off the racetrack (in a #0 space). 
- 
-Every race has three noteworthy contestants: the favorite (moves first), the underdog (moves second), and the longshot (moves third). They all move 1-4 spaces a turn, but turn order means that the favorite is most likely to win and the longshot is least likely to win. This affects the payout of any bets placed: the favorite pays out 1:1, the underdog 2:1, and the longshot 4:1 if you bet on a winning racer. 
- 
-The first race during each session is a honeypot match, and gives double the normal payouts. 
- 
-^1-3 ^4-6 ^7-9 ^10-12 ^ 
-|1 |2 |3 |4 | 
- 
-^  Racer Names  ^^^^ 
-|1 |Bubbles |Waifu |Pickles | 
-|2 |Wonderboy |Ball Gag |Dash Magnum | 
-|3 |Papa Squat |Rosebud |Megaton | 
-|4 |Hummer |Knobhead |Jinkies | 
-|5 |Tiny Nuggets |Count Dracula |Bing Bong | 
-|6 |Vanderdecken |Crumpets |Suzanne | 
-|7 |Snoo-Snoo |Lady Macbeth |Hubba Hubba | 
-|8 |Sir Robin |Hungry Joe |Big Mood | 
-|9 |Odor in the Court |Boogaloo |Nakatomi | 
-|10 |Magellan |The Bombfather |Fiver | 
-|11 |Big Doug |Dirty Sanchez |No-No | 
-|12 |Scuzzy |Velvet |Shepardoodle | 
- 
-===== Fortunes ===== 
- 
-When you get your fortune told, generate it randomly. Either you or the referee can invoke the fortune when circumstances seem to match it, even if only abstractly (fortunes are highly metaphorical). You cannot get a new fortune until your old one has come true somehow. 
- 
-Random charts: agent, action, location, descriptor, result 
- 
-  - A (descriptor) (agent) will cause you to have (result). 
-  - When you (action) in a (location), the (agent) will appear. 
-  - (Result) turns to (result) when you (action). 
-  - The (descriptor) (location) has less (result) for you than it seems. 
-  - The (agent)'s weakness is (descriptor) (action). 
-  - Spurn (result) in the (location), and someone will (action) you. 
-  - When the (agent) wants to (action), preventing them brings (result). 
-  - To enter the (location), (action) while being (descriptor). 
-  - (Descriptor) (result) awaits the (agent). 
-  - The (location) holds (result) for those who (action). 
-  - The (descriptor) (agent) knows about the (location). 
- 
  
enterprises.1596856315.txt.gz ยท Last modified: 2020/08/07 21:11 by kyle