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sanctum

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

Sanctum

Utility 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 refill 2 lost points of Mojo here mid-session by spending 1 Dosh.
Utility 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

Utility 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 may roll a trigger die. If the result is 7+, they do not actually expend any resources at all. 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

Utility plus-circleThe Good Guys: 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.

Icon

Social 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 can be 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.

Memorial

Utility 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-circleLimits: A single adventurer can gain XP from the Memorial a maximum of once per session, and can only gain XP from any 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.

Shrine

Utility 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. 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.1601498529.txt.gz · Last modified: 2020/09/30 14:42 by kyle