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sanctum

I'm definitely not saying you have to take up religion. You should try to believe in SOMETHING, though.

Sanctums are establishments with applications more focused on culture and community, several of which provide unique opportunities to gain additional XP.

Sanctum Spiritual fulfillment. Influence
caret-right Hearth Reduced home depletion. Economy
caret-right Heroic Epic More XP for heroes. Influence
caret-right Icon Proclaim a value. Influence
caret-right Memorial Honor the dead. Influence
caret-right Shrine Receive supernatural blessings. Vitality

Sanctum

Influence plus-circleHaven: While not always a quiet or somber place, spending time in the Sanctum is helpful for reminding adventurers of all the things they strive for. Adventurers can choose to gain 1 point of Mojo here mid-session by spending 1 Dosh.

plus-circleFree Uses: Mojo can be gained here for free a number of times per session equal to the base's Influence rating. Uses of this feature are shared among all adventurers.
None plus-circleCeremony: The Sanctum serves as an appropriately auspicious place to celebrate major lifetime milestones and social events. When these celebrations directly involve player adventurers, those adventurers gain +1 XP from the experience. A list is below:
- Wedding: If one or more of the parties being married are adventurers,they each gain +1 XP. While adventurers can be married multiple times like anybody else, they can only gain this benefit once per lifetime.
- Funeral: Funerals held for adventurers that died during the current session grant +1 XP to all surviving teammates who were there when the death happened. Funerals held during a different session than the one the death actually occurred in grant no XP.
- Induction: Adventurers who survive three sessions and thus attain the rank of Seasoned are now considered full adventurers. Holding a ceremony at the end of their third session grants the inductee +1 XP. Holding an induction ceremony at any later point does not grant this benefit.

Hearth

Economy plus-circlePlace of Power: The base is more than a safe spot to keep adventurers' crap; it's home. Whenever an adventurer uses a point of any resource (Provisions, Supplies, Mojo) for any reason while inside the base, they don't use it at all and gain its benefits for free.

plus-circleDepletable: A Hearth can be used to negate resource expenditures a number of times per session equal to the base's Economy rating. Uses of this feature are shared among all adventurers.

minus-circleHomebound: The Hearth only works when inside the base itself. When out in the field, adventurers cannot take advantage of the Hearth's effects and any resources spent are depleted as usual.

Heroic Epic

Influence plus-circleThe Good Guys: Tales of great deeds and honor give new adventurers something to aspire to. At the end of any session in which an adventurer put the needs of others before their own or did the right thing despite additional danger or inconvenience, they gain +1 XP.

minus-circleThe Unjaded Ones: The effects of a Heroic Epic only apply to adventurers whose level is equal to or less than triple the base's Influence rating.

Icon

Influence plus-circleWhite Tree: The sanctum houses a powerful symbol. Choose one value that your Icon represents, such as kindness, wisdom, strength, courage, greed, rage, vengeance, or similar. The base (and all who live there) become heavily associated with that value to outsiders.

plus-circlePillars: When interacting with any NPC creature associated with the base in some way (they live there or are allies of it), they can be automatically convinced to act in accordance with the Icon's value so long as they believe the adventurers they're dealing with also act in accordance with that value. This can be done a maximum number of times per session equal to the base's Influence rating.

Memorial

Influence plus-circleLessons of the Dead: Adventurers can visit the Memorial to pay respects to fallen adventurers that have previously died in the current campaign, and doing so yields XP depending on the rank the dead adventurer had achieved:

Noob: 1 XP
Seasoned: 2 XP
Veteran: 3 XP
Paragon: 4 XP
Legend: 5 XP

minus-circleMark of the Fallen: A single adventurer can gain XP from any single given dead adventurer once per lifetime. Write the dead's name somewhere on your character sheet after you've learned from them so you remember.

minus-circleIngrained Honor: A single adventurer can gain a total amount of XP from the Memorial no higher than the base's Influence rating, no matter how many dead adventurers are interred there. A dead adventurer can only be interred in one Memorial; if multiple are available, their player chooses where they'd like to rest.

Shrine

Vitality plus-circleBlessing: The base has a holy place dedicated to a single, specific patron chosen when the Shrine is created. Anybody can gain a boon from the shrine's patron (like the boons earned by Theurges) that lasts until the end of the session.

minus-circleBoon Limits: Getting a boon requires making an offering of 1 Dosh. Breaking the patron's taboo removes their boon prematurely as normal, and nobody can have more than one active boon at a time.

plus-circlePantheon: If you can get the blessings/favor/permission of any other patron, you may add them to a base's Shrine as well up to a maximum number of patrons equal to the base's Vitality rating. When getting a boon from the shrine adventurers can choose from any available patron's offerings (and taboos). Note that patrons will often disagree with one another and a Shrine cannot be dedicated to more than one patron if they don't all get along- one or more of them will simply refuse to give their boon if they don't like the neighbors.
sanctum.txt · Last modified: 2021/02/18 09:12 by kyle