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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. | ||
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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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- | * **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 the 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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- | ==== Seed: Rooms ==== | ||
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- | All Stronghold projects require you to complete the Rooms project at least once before you can undertake them. | ||
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- | * **Rooms.** You have a home base like a cottage, apartment, cavern, or similar. It has up to five " | ||
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- | ==== Subtype: Improvements ==== | ||
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- | Stronghold improvement projects only apply to five rooms in your base at a time. If your stronghold has more than five rooms in it, you have to complete the improvement more than once in order to apply its benefits to your entire stronghold. | ||
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- | * **Reinforced Construction.** Your stronghold' | ||
- | * **Fortified.** All doors, windows and other weaker points on the outside of your stronghold are made of Tier II materials instead of Tier I. If desired, you can complete this project a second time for each area of five rooms to improve them to Tier III. | ||
- | * **Smoother Walls.** Some or all of the stronghold' | ||
- | * **Hidden.** Up to five rooms in your base are hidden from obvious view. Every time a creature comes within standard detection distance of the entrance to your hidden base areas (10 meters or the same room, whichever is less) for the first time, you must roll a four-die check. If you get three or more successes on this check, that creature is completely fooled and cannot notice the entrance on their own. If you don't get at least three successes, then the creature notices the entrance and will act accordingly. You only roll the check when a creature has the chance to spot you, and only once per session per creature. If multiple creatures all come within standard detection distance in the same round, roll just once for all of them. Each time you complete this project, choose either to hide up to five more rooms from obvious view or increase the number of dice you roll on the check to keep your rooms hidden by +1 (to a maximum of seven). It is possible to hide your entire stronghold completely in this way if desired. | ||
- | * **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 stronghold 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, | ||
- | * **Central Control.** Your base has a central location from which its functions can be controlled. Anybody in the central control area can use an action to open/close doors/ | ||
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- | ==== Subtype: Additions ==== | ||
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- | Unlike improvements, | ||
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- | * **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. | ||
- | * **Palace.** Your base acts as a center of government for the surrounding area. If your base is located in a region that already has a central political authority, you cannot create this upgrade. Your Palace automatically produces 3 of all WISE (Welfare, Influence, Strength and Economy) which can be used to jump-start a new domain centered around it. A domain cannot benefit from more than one Palace at once. See the Domain rules for more details. Having a domain has the ability to radically change the course of a campaign in ways far beyond those that having a base does, so clear it with your GM first. | ||
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- | ==== Subtype: Retainers ==== | ||
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- | Retainers are creatures that live in, maintain and guard your stronghold for you while you are away. If your stronghold is located inside a device such as a ship, retainers can also act as a crew for that device. | ||
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- | * **Recruit.** You recruit five retainers to live in your stronghold. These retainers are level 4 with 10 experience. In order to have retainers, you must be able to feed them (with the Sustenance addition) and have enough room for them to be quartered in (if you have a five-room stronghold that you have described as being a private luxury suite for yourself, then where exactly do your retainers go?) Retainers fill any domestic roles you desire such as servants, cooks, butlers, handymen, gardeners and so forth and will readily raise the alarm if they notice any intruders, but are not combat-trained and will avoid fighting. You can complete this project multiple times to recruit more retainers than before. | ||
- | * **Guards.** Five of your retainers are trained and outfitted as guards instead of servants, and will patrol your stronghold and fight/expel any intruders they find. Guards no longer cook or clean for you, though, so it's not a bad idea to have at least some of both. Guards will not follow you on missions outside the stronghold. You can complete this project multiple times to change five more retainers into guards. | ||
- | * **Train.** All your retainers gain 1 point of experience, giving them a new ability. You can complete this project a maximum number of times equal to your level. |