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habitation

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Habitation Space to live in.
caret-right Greenhorn's Club Better newbies.
caret-right Recruitment Office Hire anybody.
caret-right Vault Share items freely.

menagerie, legacy

Habitation

Social plus-circleParty Central: The base is equipped with many spare bedrooms or similar living arrangements. You can invite any named NPC you meet on your adventures to come live with you back in your base.

plus-circleEasy Access: Any named NPC living in the base is always considered available for hire as a follower if desired.

plus-circleBuilding Relations: Once per session, an adventurer can select a single NPC resident of the base and say that they had a positive interaction with them somewhere in the background. This allows for a roll to improve their relationship level with that NPC as normal for positive interactions.

Bestowal

Utility plus-circleIn Memorium: When an adventurer dies, they instantly generate progress on constructing additional establishments exactly as if they had retired instead:
- Noob: Nothing.
- Seasoned: 2 progress.
- Veteran: 5 progress.
- Paragon: 10 progress.
- Legend: 20 progress.

minus-circleStill Dead Though: Dead adventurers get the retirement bonus but are not actually retired. You can't meet up with them as NPCs or hire them as followers if you also have a Recruiting Office establishment. They're out of the game.

minus-circleNo Resurrects: If a dead adventurer has been used to create establishment progress in this way, they cannot be brought back to life by any means. If the referee's feeling generous, maybe they could be incompletely “resurrected” as a fresh new starting adventurer at level 5 with a rank of Noob, but they cannot simply come back again as they were.
Utility plus-circleLast Will: When an adventurer dies, they can choose exactly who gets each of their items (both in their inventory and left back in the base) instead of just letting their party strip them clean like a pack of hyenas.

Greenhorn's Club

Utility plus-circleHit The Ground Running: Additional resources and guidance are available for beginners newly-recruited to the team. New adventurers start at level 6 instead of level 5.

Recruitment Office

Social 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).
Social plus-circleToo Old For This Shit: Retired adventurers living in the base can be hired as followers, allowing for them to be brought back out into the field again if desired.

minus-circleRighteous Epilogue: Because bringing along a retired adventurer has the potential to end their lives, you can only hire a retired adventurer in this way if you are the player of that adventurer or you have permission from that adventurer's player.

Vault

Utility 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.
habitation.1600877011.txt.gz · Last modified: 2020/09/23 10:03 by kyle