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Table of Contents

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:

  • Social projects concern your adventurer's relationship with GM-controlled creatures and allow you to make friends, win respect, exert influence and even make selected individuals death-proof.
  • 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, claim territory and recruit followers. 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.

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.

For example, if an adventurer is trying to get Nefel the Blacksmith to like them, they declare that they are starting a social “Befriend” project. Every time the adventurer does something that would reasonably make Nefel more friendly towards them (such as spending significant positive time with Nefel, performing actions that benefit Nefel, furthering the interests of Nefel, doing something that Nefel respects or similar) 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 and the project is completed, opening up room for the adventurer to open up a new project in its stead if they want.

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, only one of them rolls a check. For example, if the adventurers Sarah and Dimitri are collaborating on a Technology project to learn how to make a hot-air balloon and they stumble across a sketchbook full of diagrams for one while adventuring together, then only one of them makes the check representing the progress granted from finding the sketchbook.

Social

  • 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'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. If there is a significant barrier to friendship between you and the target creature, you must complete a Win Respect project relating to them first. If not, you can skip right to a Befriend project.
  • 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's personal story or the overall plot of the game and becomes death-proof. Just like adventurers, if a death-proof creature dies they may choose to cheat death and take a death-mark instead.
  • 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.

Technology

  • Learn. Your adventurer learns about something complicated that they didn't know very well before that is required 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. For example, an adventurer washed up on a desert island with nothing might need to complete several Technology projects in order to do things like secure water, create fire, and so forth. 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.
projects.1449379079.txt.gz · Last modified: 2017/03/31 18:58 (external edit)