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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.

A player can have one active project at a time. To complete the project, the player must roll a number of completion checks until they accrue a total of seven cumulative successes on that project. Completion checks are made when an adventurer fulfils one of a number of conditions that are favorable towards their current project. Certain circumstances might give disadvantages on the progress checks. It is also possible to completely lose the benefits of the project if game events or your own actions would logically do so.

For example, if an adventurer is trying to get Nefel the Blacksmith to like them, they declare that they are starting a “Befriend an NPC” project. Every time the player meets one of that project's check conditions (spend significant positive time with Nefel, perform actions that benefit Nefel, further the interests of Nefel, or do something that Nefel respects) they can roll a progress check with four dice and add all the successes to their progress. Once they have accumulated seven total successes, Nefel becomes their friend. Befriending Nefel becomes harder if any of the Disadvantages situations is true, however (you and Nefel have negative history of some sort, Nefel is aloof or otherwise difficult to approach, Nefel finds you distasteful in some way, or if another creature like Nefel's bratty grandkid or somebody is trying to interfere with your friendship overtures)- you take a disadvantage on all progress checks for each Disadvantages situation.

Most projects also have “upgrades” that improve upon that project in some way. An upgrade project is completed the exact same way that the base project is and has the same list of check conditions and disadvantages.

A project's given list of check conditions and disadvantages are not meant to be exhaustive. GMs can freely allow checks or impose disadvantages for other circumstances that match the in-game fiction.

Social

Description The selected GM-controlled creature becomes your adventurer's friend and will behave as such. They won't normally follow you into your adventures but will provide other sorts of assistance within their power. You can undertake this project multiple times to befriend different important NPCs. If you have an organization (see the Organization project below) befriended NPCs can generally either be recruited directly into that organization or will view that organization positively.
Check Conditions - Spend significant positive time with the NPC
- Perform actions that benefit the NPC
- Further the interests of the NPC
- Do something the NPC respects
Disadvantages - You and the NPC have negative history of some sort
- The NPC is aloof or otherwise difficult to approach
- The NPC finds you distasteful in some way
- Another creature is actively trying to interfere for some reason
Upgrade: Bond With an NPC Any single NPC 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.
Upgrade: Tutelage All NPCs you have befriended now benefit indirectly from your experience, and always have at least half as much Experience (rounded down) as you do. NPCs that already had more Experience than this gain no benefit from Tutelage (although they might in the future as your own Experience continues to rise).
Upgrade: Make NPC Death-Proof A single NPC you have befriended is made significant on a narrative level to the overall plot of the game and gains the Death-Proof quality normally reserved for adventurers. If the NPC dies for any reason, they have the option to cheat death and take a death-mark instead. A death-proof creature's rate of natural healing is also extremely accelerated, gaining the same benefits from a single day of rest what takes anyone else a whole session.
Upgrade: Convince A single NPC you have befriended is convinced to undertake some long, complex, dangerous, repugnant or otherwise extremely inconvenient task or adopt a similarly previously-unacceptable belief that they would ordinarily not. You can undertake this project multiple times with a single NPC to convince them of multiple different things.

Stronghold

Description You have a home base like a cottage, apartment, cavern, or similar. It has up to five “rooms” in it of whatever size seems reasonable to your GM (think around the floorspace scale of a bedroom, not a basketball court). A “room” is an intentionally vague unit of measurement; you can feel free to combine multiple rooms into a single larger one or split a single room into multiple tiny ones if you want to get down to that level of detail. “Rooms” don't even have to be indoors; a room could be a garden, yard or whatever you can imagine. Strongholds have whatever furnishings you desire that make sense given the limitations of your circumstances and the campaign world. You can undertake this project multiple times to establish strongholds in different locations. A stronghold requires at least one creature to be living in it full-time in order to keep it well-maintained and avoid problems such as squatters and vandals- NPCs you have befriended are usually willing to live in your strongholds for you, as are followers from an organization you have formed.
Check Conditions - Clear threats from nearby a stronghold location
- Obtain a significant cache of materials for stronghold construction
- Do a favor for an authority in the region where your stronghold lies
Disadvantages - The stronghold is in a lawless or contested area
- The stronghold's ownership is in question
- You wish to keep the stronghold's construction hidden or secret (at least for now).
Upgrade: Increase Stronghold Size Your stronghold increases in size, gaining up to five more rooms. You may complete this upgrade multiple times to expand your stronghold to whatever size you desire. Larger strongholds require more residents in order to keep them maintained.
Upgrade: Reinforced Construction Normally a single section of your stronghold's walls 1 meter wide by 3 meters high can be destroyed by dealing a total of five damage to it. Stronghold walls have a defense of 3 against all forms of attack, while doors, windows and other weaker points have a defense of 1. Completing this project, however, increases the total defenses of your stronghold's walls, doors and so forth by +1 (to 4 and 2 respectively.) You can undertake this project multiple times; each time increases your stronghold's defenses by +1.
Upgrade: Fortified Entrances All doors, windows, and other weaker points on the outside of your stronghold have their defenses increased by 2 to become equal to the walls around them.
Upgrade: Smoother Walls Some or all of the stronghold'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's walls require the Scale overland ability to climb, and if you complete it three times then the stronghold's walls require the Cling overland movement ability to climb.
Upgrade: Hidden Up to five rooms in your stronghold are hidden from obvious view. If somebody isn't actively looking for the hidden rooms, they never even notice that they exist. If somebody is actively looking (looking for gaps in the floorplan, tapping walls for hollow sounds, etc) then they will find the hidden rooms… eventually. You may undertake this project multiple times, each time hiding up to five more rooms from obvious view. It is possible to hide your entire stronghold completely in this way.
Upgrade: Locks Doors, windows, chests and whatever else in your stronghold you want cannot be opened by anyone who does not have the appropriate “key” object. You may have as many keys as you wish and give them to whoever you want. Locks can be picked by creatures without the key by passing an easy-difficulty operations challenge (two successes needed) You can increase the difficulty of the locks to medium-difficulty, then to hard-difficulty, and finally to impossible-difficulty through completing additional successive projects.
Upgrade: Trapped You have a trap inside your stronghold to catch the unwary. The trap is built like a Trap enviro with a number of abilities equal to your level. Stronghold traps automatically reset at the beginning of each new session if the trap does not have the Resetting upgrade ability. You may undertake this project multiple times- each time allows you to specify a new type of trap and add it to your stronghold.
Upgrade: Device You have a device of some sort tied to the stronghold which cannot leave it. The device is built like a Device perk with a number of abilities equal to your level; this means abilities relating to creating the device, not abilities the device itself grants (which is calculated separately and according to the normal rules for such things). You may undertake this project multiple times- each time allows you to specify a new type of device and add it to your stronghold.
Upgrade: Decorated Your stronghold is nicely decorated, making it a pleasant place to be. Potted plants, posters on the walls, fresh paint, that kind of thing. The exact definition of “nicely decorated” will vary depending on your campaign setting. You may undertake this project up to three times. Completing the project twice improves your stronghold's decorations to elegant rather than merely nice- granite tile, paintings, small statuary, chandeliers, that kind of thing. Completing the project three times improves your stronghold's decorations to luxurious- fountains, expensive artwork, tasteful statuary, mahogany gilt-inlaid endtables, that kind of thing.
Upgrade: Disaster-Proof Your stronghold is either fireproof, flood-proof or proof against some similar natural-ish disaster that could befall it relevant to your campaign setting (wild magic surges in a wizard's tower, perhaps, or meteor strikes in a far-future space station). Pick just one disaster for your stronghold to be proof against. You may undertake this project multiple times, each time applying it to a different disaster type.
Upgrade: Environment Ward Your stronghold protects itself and everyone inside it from some kind of moderately unpleasant circumstance of the outside environment. For example, a stronghold in a tundra region could always be warm inside if it has this feature regardless of the external temperature fluctuations, or a swamp stronghold could be magically warded against mosquitoes gaining entry. You may undertake this project multiple times- each time, pick a different environmental effect that the stronghold is unaffected by. Environment Ward projects can also protect against extremely dangerous external environments (such as deep underwater, lava caverns or the vacuum of space) but doing so gives a special additional disadvantage to the project's completion to represent the difficulty of complete protection from such extreme circumstances.
Upgrade: Workshops Your stronghold contains a work area with a wide variety of tools and materials suitable for various tasks. Choose one operations knack ability. While you or anyone else is in your stronghold and has access to the workshop, they may use that knack as if they had the ability themselves. If they already have the ability, then they can switch to using the workshop 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 operations knack ability to your workshop's repertoire. Operations challenges undertaken any place other than inside your workshop cannot take advantage of the workshop's granted features in any way.
Upgrade: Central Control Your stronghold 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/gates, lock/unlock rooms, activate/deactivate traps, and any other functions you want that could theoretically be automated.
Upgrade: Monitored Your stronghold has some sort of surveillance equipment in most or all of its rooms and spaces (security cameras, magic gnomes, psychic brain in a jar, whatever). Specify one or more given locations in your stronghold from which you can see/hear anything that your sensors can see all at once. Anybody in the same room with a sensor knows that it is there and can disable it by dealing any amount of damage to it. You may undertake this project up to three times. When you complete the project a second time, choose one of the below improvements. When you complete it a third time, you get both of the below improvements:

- Your sensors are not readily apparent to anybody in your stronghold. All stronghold sensors are treated as if they have the Cloaked upgrade from the Sensor enviro.
- Your sensors store what they see/hear somehow and you can go back and review them later if you feel like you missed something.

Domain

Description You become well-known and generally liked/feared in a specific region. You may claim a region for yourself only or in the name of a larger organization which you are a prominent representative of (in which case other prominent representatives of that organization also gain its benefits). A region is a single 5-km hex on an area map.
Check Conditions - Remove threats from the region
- Enrich the region in some way
- Befriend local authorities in the region
- Disseminate significant propaganda in the region
Disadvantages - The region is not adjacent to another region you have already claimed, if any
- The region's residents dislike you or your organization
- Other individuals or organizations oppose you in the region
- The region is in some sort of constant danger (invasion, volcanic eruption, etc)
Upgrade: Authority You gain a greater authority over any single region you have previously claimed, granting you (or the organization you represent) a controlling interest in the region's infrastructure and defense. Undertaking this project in an area that already has a controlling authority means inciting rebellion against that authority.
Upgrade: Roads You must have authority in a region in order to undertake a Roads project. Wilderness regions that have a completed Roads project no longer give a impairment on overland travel through them. Travel through a Roads-upgraded region always is considered flat, even terrain which allows travelers to use the Wheeled overland movement upgrade if they have it and does not require the Overland Normal movement upgrade.
Upgrade: Militia You must have authority in a region in order to undertake a Militia project there. If a drastic emergency (invasion, natural disaster, alien abductions) strikes a region, you may mobilize the local militia to help take care of it. The militia comprises of five individuals who use the same statistics as your followers- any projects that improve a follower's statistics can also be applied to militias under your control. If you do not have any followers, make a new set of statistics to represent your militia. Militia units disband immediately after the crisis in their region is taken care of and cannot be utilized in any way that does not directly relate to solving the crisis. Militia units will never leave their local region.
Upgrade: Militia Recruiting Centers When any of your regions with a completed Militia project mobilizes their local militia, the militia comprises five more individuals than before. You may undertake this project multiple times; each adds an additional five members to all militias raised in your territory.

Organization

Description You form an organization of some sort such as a gang, cult, trading company, knightly order, mercenary troop, knitting society or whatever. This organization can be purely for yourself or an addition to a larger organization that you are a prominent representative of. Your organization has five NPC followers in it. If you have established a stronghold or claimed a region, your followers can dwell in those places. Followers are level 4 with 10 experience and all have the same statistics and abilities (determined by you). Followers will happily perform any reasonable requests you put to them, but will not engage in combat or otherwise do dangerous things for you. If followers die for whatever reason, they're gone.
Check Conditions - Gain fame for an impressive deed
- Exhibit good leadership
- Do right by your followers in some way
- Obtain a victory with or for your followers
Disadvantages - Your organization's ideals or actions are distasteful to the general population
- The local population is sparse or nearly nonexistent
- You have a history of brutality or mistreatment of your followers
- You do not have a stronghold to serve as a central base of operations
Upgrade: More Followers Your organization has five more followers than before. You can undertake this project multiple times to continue to increase the size of your organization.
Upgrade: Martial Organization Your followers will engage in dangerous or difficult work such as combat on your behalf. Doing so requires any given group of followers to be led either by yourself or by a named NPC that you have previously befriended.
Upgrade: Construction Crew Your followers have the training and expertise to build constructions and can be instructed to work on one of your Stronghold projects in your absence. Doing so requires any given group of followers to be led by a named NPC that you have previously befriended. For every ten followers working on a Stronghold project for a whole session, you may add the successes from one die to the project's completion without having to make any actions whatsoever on your own.
Upgrade: Regional Presence Your followers can be instructed to work on one of your Domain projects in your absence. Doing so requires any given group of followers to be led by a named NPC that you have previously befriended. For every ten followers working on a Domain project for a whole session, you may add the successes from one die to the project's completion without having to make any actions whatsoever on your own. If the region is dangerous, then you must also have the Martial Organization upgrade to complete projects in it. If your followers are attacked in your absence, the GM will give you a chance to explain how they respond to the threat and describe the results.
Upgrade: Promotions Your followers can be instructed to work on one of your Organization projects in your absence. Doing so requires any given group of followers to be led by a named NPC that you have previously befriended. For every ten followers working on an Organization project for a whole session, you may add the successes from one die to the project's completion without having to make any actions whatsoever on your own.
Upgrade: 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 “archer” and “pikeman” statistic, and the leader in charge would be able to split their total available followers between archers and pikemen as they pleased.
Upgrade: 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.
Upgrade: Battlefield Medicine At the end of a combat or other dangerous situation in which some or all of your followers died, 10% of them are revived with one Vitality left instead of being dead forever. Round all fractions down. You may undertake this project multiple times; each adds an additional 10% to the number of followers' lives saved up to a maximum of 50%.

Technology

Description You manage to develop or reverse-engineer a technology or technique that you require for some story-related reason. “Technology” can mean anything scientific, magical or otherwise that requires specialized knowledge. Technologies developed by this project do not necessarily have to be new innovations to your campaign world, merely things that your adventurer doesn't already know how to harness. The GM can require you to complete a Develop a Technology project before you start any other project that might reasonably require it. If a given technology goal is especially large or complex, the GM might require you to break it into several parts and dedicate a project to each one in order to complete it.
Check Conditions - Discover written instructions or materials relating to the technology
- Encounter a new example of the technology in action
- Befriend an NPC who is knowledgeable about the technology
Disadvantages - The technology is obscure or advanced
- The technology is unprecedented
- The technology requires a scarce resource for experimentation

Narrative

Description You elevate your overall weight in the story, allowing you to choose one of the following benefits:

- Add a new slot for history statements.
- Remove a death-mark from your adventurer or a companion/NPC of your adventurer.
- Add a new impulse of any type (see below for more info).
\\You cannot ever have more Useful impulses than you have Troublesome impulses, nor can you have more Troublesome impulses than you have Dark impulses. You cannot ever have more than five impulses of a single type at once. No matter how many impulses you have, you cannot earn more than 3 XP tokens from acting on your impulses per session.
Check Conditions Checks for Narrative projects work differently than other project checks do. At the end of a session, you may roll a number of dice equal to the number of XP tokens you personally earned for the party that session and add the resulting number of successes to your progress. You cannot advance Narrative projects in any other way than earning XP tokens nor at any other time than the end of a session.
Disadvantages You cannot take disadvantages when rolling for progress on narrative projects.
projects.1430845062.txt.gz · Last modified: 2017/03/31 18:58 (external edit)