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Enterprises are institutions, businesses, and services that can be added to a campaign world's home base. Once purchased, an enterprise can be accessed and benefited from by any adventurer in the game, not just the one who made it. Enterprises can usually only be benefited from by adventurers that are currently in the base. A campaign world can have multiple bases if desired; each has its own enterprises.
Enterprises can only be built by an adventurer that has at least one level in a class associated with the desired enterprise. An enterprise costs 30 Dosh to create, but this price can be reduced by having many levels invested in the relevant class or by retiring an adventurer as part of the establishment's creation. Unless otherwise noted, a base gains no additional benefit from having multiple copies of a single establishment type.
Relevant Class Levels | Discount |
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1-2 (Skilled) | 0 |
3-5 (Advanced) | -5 |
6 (Master) | -10 |
Retire As | Discount |
Noob | 0 |
Seasoned | -5 |
Veteran | -10 |
Paragon | -15 |
Legend | -20 |
Enterprise | Explanation | Classes |
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(Class) School | plus-circlePlace of Learning: The base hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each. | Any |
Airfield | plus-circleSpacious Runway: Flying creatures or vehicles without the Flyer: Ascent ability can freely take off and land in the base. plus-circleRefueling Station: If flying creatures/vehicles end a day in the base, they do not need to spend an additional point of Provisions for any flying they did that day. | Flyer Vehiclist |
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Clinic | plus-circleMedical Treatment: Creatures in the base can spend Dosh to heal themselves: - Restore all lost Flesh (1 Dosh) - Remove one normal injury (1 Dosh) - Cure one disease (2 Dosh) - Surgically repair one permanent injury (5 Dosh) minus-circleOrganics Only: Objects, vehicles and creatures with the Synthetic weakness cannot use a Clinic to heal. | Doper Fecundite Healer Martyr Radiant Ritualist |
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Curio Shop | plus-circleRandom Bargains: The base 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 Dosh each. Unbought keystones disappear and are replaced with new ones at the beginning of the next session. | Artificer Luckster Merchant Outfitter Vancian |
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Demolition Ground | plus-circleWhelm Practice: Adventurers can spend a training fee of 1 Dosh in the base to temporarily increase their Whelm combat rating by +1 until the end of the current session. minus-circleOnce Per Session: A Demolition Ground cannot be used more than once in a given session by any single adventurer (although multiple different adventurers can freely use it during a single session). | Arsenal Whelm Weapons |
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Drill Yard | plus-circleMelee Practice: Adventurers can spend a training fee of 1 Dosh in the base to temporarily increase their Melee combat rating by +1 until the end of the current session. minus-circleOnce Per Session: A Drill Yard cannot be used more than once in a given session by any single adventurer (although multiple different adventurers can freely use it during a single session). | Arsenal Melee Weapons |
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Entertainment | plus-circleParty Hard: Adventurers can spend 1 Dosh at the base to remove up to 3 Stress. | Acrobat Charlatan Chef Performer Seducer Wrestler |
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Garage | plus-circleVehicle Fabrication: New vehicles with any frame options desired may freely be purchased in the base. The Vehiclist class is still required in order to make use of a vehicle. | Artificer Vehiclist |
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Goblin Market | plus-circleIntangible Goods: 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 Spirit Undead |
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Heroic Epic | plus-circleBig Damn Heroes: At the end of each session in which an adventurer undoubtedly acted heroically (put the needs of others above their own), they gain +1 XP. | Avenger Chosen Helsing |
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Keystone Bazaar | plus-circleBuy Anything: All manner of keystones are for sale in the Keystone Bazaar (including keystones for locked classes), 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 10 Dosh, 7-9 means it is available for 5 Dosh, and 10+ means it is available for 2 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 (2→5→10→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 |
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Laboratory | plus-circleFaster Research: When you reverse-engineer a keystone but fail the die check to unlock its associated class, the check difficulty is reduced by 3 for all future attempts instead of the normal 1. | Instructor Investigator Scholar |
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Legacy | plus-circleLiving Will: 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). plus-circle“Retirement”: More importantly, dead adventurers can create new establishments 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. | Sovereign |
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Manufactory | plus-circleCopy Artifact: Pay 1 Dosh here to create a duplicate of any artifact (as from the Artificer class) you already have. | Artificer |
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Memorial | plus-circleLessons of the Dead: 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 minus-circleLimits: 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. | Luminary Necromancer |
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Menagerie | plus-circleBeast Selection: 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 Dosh 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 Tamer |
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Mutatorium | plus-circleMutation Removal: 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 Dosh, assuming you survive long enough to make it to the clinic. | Adamant Fecundite Radiant |
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Pantry | plus-circleFree Lunch: Adventurers that end a day in the base do not need to spend any Provisions to feed themselves that day. | Chef Ghoul Ranger Verdant |
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Racetrack | plus-circleBetting Minigame: The base hosts regular races of some kind. You can bet on the outcomes if you want; see the Enterprises page for more information. | Luckster Sprinter Tamer Vehiclist |
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Recruitment Office | plus-circlePerfect Applicant: When hiring a follower in the base, 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 Overlord |
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Repair Shop | plus-circleFixer-Upper: Vehicles and creatures with the Synthetic weakness in the base can spend Dosh to heal themselves: - Restore all lost Flesh (1 Dosh) - Remove one normal injury (1 Dosh) - Cure one disease (2 Dosh) - Surgically repair one permanent injury (5 Dosh) minus-circleNon-Organics Only: Ordinary creatures without the Synthetic weakness cannot use a Repair Shop to heal. | Adamant Artificer Vehiclist |
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Resurrecter | plus-circleRaise the Dead: 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 Dosh: 5 Dosh 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. minus-circleMishap Check: 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 (referee 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 (referee 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! | Chronomancer Duplicator Necromancer Pheonix |
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Shooting Range | plus-circleRemote Practice: Adventurers can spend a training fee of 1 Dosh in the base to temporarily increase their Remote combat rating by +1 until the end of the current session. minus-circleOnce Per Session: A Shooting Range cannot be used more than once in a given session by any single adventurer (although multiple different adventurers can freely use it during a single session). | Arsenal Remote Weapons |
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Shrine | plus-circleBlessing: The base has a holy place dedicated to a single, specific patron chosen when the Shrine is created. Anybody can gain a boon from the shrine's patron (like the boons earned by Theurges) that lasts until the end of the session by spending 1 Dosh here. Breaking the patron's taboo removes their boon prematurely as normal, and nobody can have more than one active boon at a time. A single base can have multiple shrines, each dedicated to a different patron. | Spirit Summoner Theurge Warded |
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Squad | plus-circleSoldier Team: The base is home to a squad of 10 soldiers. A single base can have multiple versions of this enterprise, each granting its own unique squad. All 10 soldiers are level 5 and have the same classes/statistics, determined by you. Squads fight for the interests of their local base. If a squad is wiped out, it can be restored to fighting order by spending 5 Dosh. | Arsenal Instructor Luminary Overlord Sovereign Tactician Vigilant |
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Training | plus-circleDanger Room: Adventurers can undergo grueling training in the base, though doing so is neither easy nor cheap. By spending 5 Dosh, any adventurer can gain +1 XP. | Avenger Chosen Grinder Instructor Ranger Steadfast Vigilant |
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Vault | plus-circleItem Transfer: 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. | Dimensionist Geomancer Mastermind Negotiator |
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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 |
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1 | 2 | 3 | 4 |
Racer Names | |||
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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 |
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
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