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- | ====== Projects ====== | ||
- | 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 and claim territory. 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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- | ==== Subtype: Followers ==== | ||
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- | Social projects can also be used to recruit groups of followers. Doing so can fundamentally alter the flavor and goals of a campaign. Get permission from your GM before you decide to recruit followers. | ||
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- | Recruiting followers is not to be done lightly. While doing so can greatly expand your ability to effect change in the campaign world, you also take on a certain amount of responsibility for those who follow you. Followers require two things from you in order to continue being your followers: // | ||
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- | **Accommodations** are the basic things your followers need to survive. Food, water, air, places to sleep, a modicum of safety. The best way to provide this is to establish a base for your followers to dwell inside using a Stronghold project, although other methods might be possible. | ||
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- | **Leadership** is proving to your followers that you are worth following. If you make unreasonable demands of your followers or get them killed in a useless or unworthy way, then your followers will consider you to be a poor leader regardless of whether the situation is actually your fault or not. | ||
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- | If your followers are lacking in either accommodations or leadership as determined by the GM, then 20% of them will desert you every session until the situation has been fixed (round all fractions up, minimum 1 desertion). If your followers are lacking both accommodations AND leadership, then 50% of them desert each session until the situation has been fixed. | ||
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- | * **Followers.** You recruit five followers who believe in your cause (whatever that is). Followers are level 4 with 10 experience. All of your followers have the exact same statistics and abilities (determined by you). Followers will happily perform any reasonable requests you put to them such as labor, but will not engage in combat or otherwise do dangerous things for you. If followers die for whatever reason, they' | ||
- | * **Martial.** Your followers are combat-trained and willing to fight for you when you call upon them. | ||
- | * **Construction Crew.** Your followers can help you construct your base. For every 5 followers that spend an entire session doing nothing but work on construction-related tasks, you make progress on any single Base or Base Improvement-type Stronghold project you have active by the successes on one die with no questions asked. | ||
- | * **Team-Boosting.** Your followers can help you improve your organization from within. For every 5 followers who spend an entire session doing nothing but work on training, recruitment and cooperation-related tasks, you make progress on any single Followers-type Social project you have active by the successes on one die with no questions asked. | ||
- | * **Additional Type.** You may make a second set of statistics for your followers and assign followers to either set. For example, a medieval military troop might have a separate " | ||
- | * **Training.** All of your followers gain one point of Experience. You may undertake this project multiple times, but your followers cannot benefit from it a number of times more than your level. For example, if you are level 6, then your followers can gain up to six Experience from repeated Training projects to give them a total of 16 Experience. | ||
- | * **Battlefield Medicine.** At the end of a combat or other dangerous situation in which some or all of your followers died, one-fifth of your dead followers are left alive with 1 Vitality remaining instead of dead forever. Round all fractions down to the nearest whole number. You can complete this project additional times (up to a maximum of four) to increase the number of followers saved after death; twice saves one-quarter, | ||
- | * **Loyalty.** You gain a Loyalty Token, which can be spent at any time in the future to prevent desertion due to lack of accommodations or leadership. Once spent, a Loyalty Token is gone forever. This can be useful if you anticipate grueling trials in the future for your followers, such as having to travel overland away from their accommodations or fight a series of battles that might or might not go well. You may complete this project multiple times to gain additional Loyalty Tokens. | ||
- | * **Lieutenants.** You may designate one or more named non-player ally creatures that you have befriended and who have agreed to serve your cause. Your followers will obey the orders of and cooperate fully with your lieutenants as if they were you when you are absent. Lieutenants can act as leaders for squads of followers in battle for morale purposes. Lieutenants do not need to have the same statistics or level as your regular followers, but must be recruited individually and through role-playing instead of just completing a Followers project. | ||
- | * **Guardians.** If your followers suffer extreme hardship or take losses while engaged in activity that directly defends your base or domain, it doesn' | ||
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- | ===== Technology ===== | ||
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- | * **Narrative.** Your adventurer learns about something complicated that they didn't know very well before that is required for some story-related reason. " | ||
- | * **Set Justification.** If you can't mesh a set you want into the fiction established by the game world, you can complete a Technology project representing he research required to put that set together. For example, if you want a jetpack that allows you to fly but your campaign world does not have jetpacks, your GM can require you to complete one or more projects in order to make you the campaign world' | ||
- | * **Language.** Technology projects can also allow you to learn an additional language spoken in your campaign world. If you already know a language that has some similarity in structure/ | ||
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- | ===== Stronghold ===== | ||
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- | All Stronghold projects require you to complete the Base project at least once before you can undertake them. | ||
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- | * **Base.** You have a home base like a cottage, apartment, cavern, or similar. It has up to five " | ||
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- | ==== Subtype: Base Improvements ==== | ||
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- | * **Reinforced Construction.** Your base's walls are made of Tier III materials. Doors, windows, and etc are still made of Tier I materials. | ||
- | * **Fortified.** All doors, windows and other weaker points on the outside of your base are made of the same tier of material as the walls around them. | ||
- | * **Smoother Walls.** Some or all of the base's walls (up to you) require the Climb overland movement ability to climb up instead of the Clamber ability. You may undertake this project up to three times: if you complete it twice then the stronghold' | ||
- | * **Hidden.** Up to five rooms in your base are hidden from obvious view. Any creature within standard detection distance (10 meters or the same room, whichever is less) of the entrance to the hidden portion of your base that makes a Survey action notices the hidden entrance with a check result of 2 or higher. You may undertake this project multiple times. Each time you complete it, choose either to hide up to five more rooms from obvious view or increase the number of successes needed to discover the secret rooms by +1 (to a maximum of 5). It is possible to hide your entire stronghold completely in this way. | ||
- | * **Locks.** Doors, windows, chests and whatever else in your base you want cannot be opened by anyone who does not have the appropriate " | ||
- | * **Decorated.** Your base is nicely decorated, making it a pleasant place to be. Potted plants, posters on the walls, fresh paint, and so forth. The exact definition of " | ||
- | * **Disaster-Proof.** Your base is fireproof, flood-proof, | ||
- | * **Environmental Warding.** Your stronghold protects itself and everyone inside it from some kind of moderately unpleasant circumstance of the outside environment. For example, a base in a tundra region could always be warm inside if it has this feature regardless of the external temperature fluctuations, | ||
- | * **Workspace.** Your base contains workshops, libraries, and similar work areas with a wide variety of tools, materials and references suitable for various tasks. Choose one toolkit ability. While you or anyone else is in your stronghold and has access to the workspace, they gain access to and can use the selected toolkit ability as if they had it in their toolkit. If they already have the ability, then they can switch to using the workspace ability and attempt to use it again after losing access to their own from a failed roll. You may undertake this project multiple times (up to a maximum number equal to your level); each time adds another toolkit ability to your workspace' | ||
- | * **Sustenance.** Your base has its own source of water and produces/ | ||
- | * **Medical.** Your base contains medical facilities that can double the recovery speed of injured creatures. Death-proof creatures regain two lost Vitality per day of rest, and non-death-proof creatures regain two Vitality per full session of rest. Up to 10 creatures can benefit from the medical facilities at a time. You can complete this project multiple times, each time extending the facility' | ||
- | * **Environmental Feature.** Your base gains the benefits of a stationary environmental support effect with a number of abilities equal to half your level (rounded down). You do not need to personally maintain the effect, but the effect can never leave the base. You can complete this project multiple times; each time either adds another environmental support effect to your base or improves an already-existing one by giving it a number of abilities equal to your level instead of only half. | ||
- | * **Device.** Your base gains the benefits of a device support set. The Device set has a number of abilities equal to half your level (rounded down)- the set that the device actually grants to its operator is determined using the normal rules for such things. You do not need to personally maintain the effect, but the effect can never leave the base. You can complete this project multiple times; each time either adds another device support effect to your base or improves an already-existing one by giving it a number of abilities equal to your level instead of only half. | ||
- | * **Central Control.** Your base has a central location from which its functions can be controlled. Anybody in the central control area can use a minor action to open/close doors/ |