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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 start 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.

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

  • 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 the 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

Seed: Rooms

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

  • Rooms. 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 either establish new strongholds in different locations or expand an already-existing stronghold by an additional +5 rooms. Your stronghold'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: Improvements

Stronghold improvement projects only apply to five rooms in your base at a time. If your stronghold has more than five rooms in it, you have to complete the improvement more than once in order to apply its benefits to your entire stronghold.

  • Reinforced Construction. Your stronghold'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 stronghold are made of Tier II materials instead of Tier I. If desired, you can complete this project a second time for each area of five rooms to improve them to Tier III.
  • 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.
  • 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. Each time you complete this project, choose either to hide up to five more rooms from obvious view or increase the number of successes needed to discover five of your secret rooms by +1 (to a maximum of 5). It is possible to hide your entire stronghold completely in this way if desired.
  • 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. You may choose to complete the project twice in order to improve your stronghold's decorations to elegant rather than merely nice in the selected five rooms- granite tile, paintings, small statuary, chandeliers, etc. Completing the project three times improves your base's decorations to luxurious in the selected five rooms- fountains, expensive artwork, tasteful statuary, mahogany gilt-inlaid endtables, that kind of thing.
  • Disaster-Proof. Your stronghold 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 stronghold 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 per five rooms for full protection.
  • Central Control. Your base has a central location from which its functions can be controlled. Anybody in the central control area can use an 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.

Subtype: Additions

Unlike improvements, additions are not tied to the number of rooms in your stronghold and do not need to be completed multiple times to completely gain their benefits if your stronghold is very large.

  • 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.
  • Palace. Your base acts as a center of government for the surrounding area. If your base is located in a region that already has a central political authority, you cannot create this upgrade. Your Palace automatically produces 3 of all WISE (Welfare, Influence, Strength and Economy) which can be used to jump-start a new domain centered around it. A domain cannot benefit from more than one Palace at once. See the Domain rules for more details. Having a domain has the ability to radically change the course of a campaign in ways far beyond those that having a base does, so clear it with your GM first.

Subtype: Retainers

Retainers are creatures that live in, maintain and guard your stronghold for you while you are away. If your stronghold is located inside a device such as a ship, retainers can also act as a crew for that device.

  • Recruit. You recruit five retainers to live in your stronghold. These retainers are level 4 with 10 experience. In order to have retainers, you must be able to feed them (with the Sustenance addition) and have enough room for them to be quartered in (if you have a five-room stronghold that you have described as being a private luxury suite for yourself, then where exactly do your retainers go?) Retainers fill any domestic roles you desire such as servants, cooks, butlers, handymen, gardeners and so forth and will readily raise the alarm if they notice any intruders, but are not combat-trained and will avoid fighting. You can complete this project multiple times to recruit more retainers than before.
  • Guards. Five of your retainers are trained and outfitted as guards instead of servants, and will patrol your stronghold and fight/expel any intruders they find. Guards no longer cook or clean for you, though, so it's not a bad idea to have at least some of both. Guards will not follow you on missions outside the stronghold. You can complete this project multiple times to change five more retainers into guards.
  • Train. All your retainers gain 1 point of experience, giving them a new ability. You can complete this project a maximum number of times equal to your level.
projects.1464702646.txt.gz · Last modified: 2017/03/31 18:58 (external edit)