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