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- | ====== Projects ====== | ||
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- | Projects are role-playing objectives that allow an adventurer to shape the world they live in in ways that transcend the strength of their sword-arm or the range of their rifle. There are three broad categories of project: | ||
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- | * **Social** projects concern your adventurer' | ||
- | * **Technology** projects allow your adventurer to justify abilities and accomplishments on a narrative level that they otherwise would not be able to take or do. | ||
- | * **Stronghold** projects allow your adventurer to establish a base of operations, claim territory and recruit followers. Adding Stronghold projects to a campaign has the potential to fundamentally change the nature of that campaign, so make sure that the GM and other players are good for it before you start one. | ||
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- | A player can have up to three active projects at a time. To complete a project, the player must roll a number of completion checks with four dice until they accrue a total of seven cumulative successes on that project. Completion checks are made when an adventurer does something that is significantly favorable towards their current project. It is possible to completely lose the benefits of the project if game events or your own actions would logically do so. | ||
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- | For example, if an adventurer is trying to get Nefel the Blacksmith to like them, they declare that they are starting a social " | ||
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- | Multiple adventurers can collaborate on a single project if they desire. To do so, all participating adventurers dedicate one of their three project slots to the same project and make note that it is a collaboration. Any time any individual participating in a collaborative project manages to significantly further that project, they make a check and everybody adds their successes to the total. If multiple collaborators all contribute to a project in the exact same way simultaneously, | ||
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- | ===== Social ===== | ||
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- | * **Win Respect.** A single GM-controlled creature that actively mistrusts or dislikes you for whatever reason (negative history with you, aloofness, racism, etc) comes to respect you. They still don't necessarily like you but recognize you more or less as an equal. | ||
- | * **Befriend.** A single selected GM-controlled creature becomes your adventurer' | ||
- | * **Bond.** Any single GM-controlled creature that you have previously befriended now becomes much closer to your adventurer, taking on the role of a close friend, sworn brother, lover or similar status. You have to complete a Befriend project with the selected creature before you can start a Bond project with them. | ||
- | * **Death-Proof.** A single selected GM-controlled creature is made significant on a narrative level to either your adventurer' | ||
- | * **Convince.** The selected GM-controlled creature is convinced that a given thing is true. You can change even deeply-held convictions with a Convince project. | ||
- | * **Tutelage.** The selected GM-controlled creature benefits from your experiences and guidance. The creature will always have at least half as much Experience as you do (rounded down) after this project is completed. As you gain Experience, so will they. If they already had more than half your Experience, they keep their normal amount until you gain enough to start benefiting them. | ||
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- | ===== Technology ===== | ||
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- | * **Learn.** Your adventurer learns about something complicated that they didn't know very well before that is required for some story-related reason. " | ||
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- | ===== Stronghold ===== | ||
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- | In development. | ||