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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:

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

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. However, any relevant hot-air balloon experiences that either have while separated still contribute to the combined project progress and when the project is complete, both of them gain its benefits.

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.

Subtype: Followers

Social projects can also be used to recruit groups of followers. Doing so can fundamentally alter the flavor and goals of a campaign. Get permission from your GM before you decide to recruit followers.

Recruiting followers is not to be done lightly. While doing so can greatly expand your ability to effect change in the campaign world, you also take on a certain amount of responsibility for those who follow you. Followers require two things from you in order to continue being your followers: accommodations and leadership.

Accommodations are the basic things your followers need to survive. Food, water, air, places to sleep, a modicum of safety. The best way to provide this is to establish a base for your followers to dwell inside using a Stronghold project, although other methods might be possible.

Leadership is proving to your followers that you are worth following. If you make unreasonable demands of your followers or get them killed in a useless or unworthy way, then your followers will consider you to be a poor leader regardless of whether the situation is actually your fault or not.

If your followers are lacking in either accommodations or leadership as determined by the GM, then 20% of them will desert you every session until the situation has been fixed (round all fractions up, minimum 1 desertion). If your followers are lacking both accommodations AND leadership, then 50% of them desert each session until the situation has been fixed.

  • Followers. You recruit five followers who believe in your cause (whatever that is). Followers are level 4 with 10 experience. All of your followers have the exact same statistics and abilities (determined by you). Followers will happily perform any reasonable requests you put to them such as labor, but will not engage in combat or otherwise do dangerous things for you. If followers die for whatever reason, they're gone. You can complete this project multiple times to recruit +5 followers each time.
  • Martial. Your followers are combat-trained and willing to fight for you when you call upon them.
  • Construction Crew. Your followers can help you construct your base. For every 5 followers that spend an entire session doing nothing but work on construction-related tasks, you make progress on any single Base or Base Improvement-type Stronghold project you have active by the successes on one die with no questions asked.
  • Team-Boosting. Your followers can help you improve your organization from within. For every 5 followers who spend an entire session doing nothing but work on training, recruitment and cooperation-related tasks, you make progress on any single Followers-type Social project you have active by the successes on one die with no questions asked.
  • 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. You may undertake this project multiple times; each time allows you to add another set of statistics and further diversify the followers under your command.
  • 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 Experience.
  • Battlefield Medicine. At the end of a combat or other dangerous situation in which some or all of your followers died, one-fifth of your dead followers are left alive with 1 Vitality remaining instead of dead forever. Round all fractions down to the nearest whole number. You can complete this project additional times (up to a maximum of four) to increase the number of followers saved after death; twice saves one-quarter, three times saves one-third, and four times saves one-half.
  • Loyalty. You gain a Loyalty Token, which can be spent at any time in the future to prevent desertion due to lack of accommodations or leadership. Once spent, a Loyalty Token is gone forever. This can be useful if you anticipate grueling trials in the future for your followers, such as having to travel overland away from their accommodations or fight a series of battles that might or might not go well. You may complete this project multiple times to gain additional Loyalty Tokens.
  • Lieutenants. You may designate one or more named non-player ally creatures that you have befriended and who have agreed to serve your cause. Your followers will obey the orders of and cooperate fully with your lieutenants as if they were you when you are absent. Lieutenants can act as leaders for squads of followers in battle for morale purposes. Lieutenants do not need to have the same statistics or level as your regular followers, but must be recruited individually and through role-playing instead of just completing a Followers project.
  • Guardians. If your followers suffer extreme hardship or take losses while engaged in activity that directly defends your base or domain, it doesn't trigger desertion or count as a loyalty crisis like it normally would.

Technology

  • Narrative. 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.
  • 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 he 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's inventor of the jetpack.
  • 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/vocabulary, then this requires only one project. Dissimilar languages might require two projects (one for basic communication and a second for full fluency) and alien or bizarre languages might require as many as three project completions for full fluency.

Stronghold

All Stronghold projects require you to complete the Base project at least once before you can undertake them.

  • Base. 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. Bases 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 either establish new bases in different locations or expand an already-existing base by an additional +5 rooms. Your base's walls are made of Tier II materials, while the doors/windows/etc are made of Tier I material. Each 1-meter-wide by 3-meter-tall section of wall in your base has a defense of 2 against all attack types and can be destroyed by dealing 5 or more damage to it. Walls can be climbed by any creature possessing the Clamber ability.

Subtype: Base Improvements

  • Reinforced Construction. Your base's walls are made of Tier III materials. Doors, windows, and etc are still made of Tier I materials.
  • Fortified. All doors, windows and other weaker points on the outside of your base are made of the same tier of material as the walls around them.
  • Smoother Walls. Some or all of the base'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.
  • Hidden. Up to five rooms in your base are hidden from obvious view. Any creature within standard detection distance (10 meters or the same room, whichever is less) of the entrance to the hidden portion of your base that makes a Survey action notices the hidden entrance with a check result of 2 or higher. You may undertake this project multiple times. Each time you complete it, choose either to hide up to five more rooms from obvious view or increase the number of successes needed to discover the secret rooms by +1 (to a maximum of 5). It is possible to hide your entire stronghold completely in this way.
  • Locks. Doors, windows, chests and whatever else in your base 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.
  • 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 “nicely decorated” will vary depending on your campaign setting. You may undertake this project up to three times. Completing the project twice improves your base's decorations to elegant rather than merely nice- granite tile, paintings, small statuary, chandeliers, etc. Completing the project three times improves your base's decorations to luxurious- fountains, expensive artwork, tasteful statuary, mahogany gilt-inlaid endtables, that kind of thing.
  • Disaster-Proof. Your base is fireproof, flood-proof, earthquake-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 base to be proof against. You may undertake this project multiple times, each time applying it to a different disaster type.
  • 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, or a swamp base 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 requires you to complete the project twice for full protection.
  • 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's repertoire. Operations challenges undertaken any place other than inside your workspace cannot take advantage of the workspace's granted abilities in any way.
  • Sustenance. Your base has its own source of water and produces/stores its own food, such as through farms, wells, smokehouses, granaries, hunting lodges, replicators or so forth. Enough food is produced to comfortably sustain up to 10 creatures. You can complete this project multiple times, each time increasing sustenance for an additional +10 creatures.
  • 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's benefit to an additional +10 creatures.
  • 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.
  • Central Control. Your base 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 environmental features such as mines or sensors, and any other functions you want that could theoretically be automated.
projects.1457017896.txt.gz · Last modified: 2017/03/31 18:58 (external edit)