4. Bonuses As Development
Feb 12, 2015 16:31:44 GMT -8
Post by Storyteller Joy on Feb 12, 2015 16:31:44 GMT -8
Bonuses as DEVELOPMENT!
All Bonuses in this section are 3 points to buy.
Some upgrades are worth different points, so pay attention to cost.
Some upgrades are worth different points, so pay attention to cost.
Everywhere:
Fate (3)
You get to decide what sort of fate is in store for you. Choose how you found out about your fate from the list below.
How You Found Out (pick one):
- Nightmares and visions
- Some weirdo told you
- An ancient cult found you
- Attacked by monsters
- Sought out by your nemesis
- Trained from birth
- You found the prophecy
- You found your special weapon
- Sacrifice
Then pick two heroic and two doom tags for your fate, from the lists below. The tags determine how your fate will unfold. It's okay to pick tags that contradict each other: that means your fate is pulling both ways. Whenever you mark off a point of Luck, the Keeper will throw something from your fate at you.
Heroic tags (pick two):
- You are the Champion
- Ancient prophecies
- You can save the world
- Secret training
- Magical powers
- Mystical inheritance
- The end of monsters
- A normal life
- True love
- Hidden allies
- Visions
- Divine help
Doom tags (pick two):
- Death
- You can't save everyone
- Impossible love
- Failure
- The end of days
- Hosts of monsters
- The source of Evil
- No normal life
- Loss of loved ones
- Treachery
- Doubt
- Sympathy with the enemy
- Damnation
- A nemesis
Earth Only – Limited Harpeah
The Following are Chosen at Creation- However Earth bonuses may or may not be useful on Harpeah, but begin with characters. (Where as Harpeah bonuses will be given to you in character if your character reaches Harpeah’s soil and progresses. It may take time, and they aren’t instantly there.)
Agency- Earth (3)
Decide who it is you work for. Are they a black-budget government department, a secret military arm, a clandestine police team, a private individual's crusade, a corporation, a scientific team, or what?
Is the Agency's goal to: destroy monsters, study the supernatural, protect people, gain power, or something else? (ST Choice is also an option, there are a few “groups” out there in game too)
Pick two resources tags and two red tape tags to describe how the Agency operates:
Agency Resources (pick two)
- Well-armed
- Cover identities
- Well-financed
- Offices all over the place
- Rigorous training
- Good intel
- Official pull
- Recognized authority
- Weird tech gadgets
- Support teams
Agency Red Tape (pick two)
- Dubious motives
- Budget cuts
- Bureaucratic
- Take no prisoners policy
- Hostile superiors
- Live capture policy
- Inter-departmental rivalry
- On-call 24/7
- Secretive hierarchy
- Cryptic missions
Haven-Earth (3- with 1 exp for each additional option)
You have a haven set up, a safe place to study and work.
Pick three of the following options for your haven:
- Armory. You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon, roll +Weird. On a 10+ you have it, and plenty if that matters. On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing.
- Infirmary. You can heal people up here, and have the space for one or two people to recuperate. The Keeper will tell you how long a patient's recovery is likely to take, and if you need extra supplies or help.
- Lore Library. When you hit the books, take +1 forward to investigate the mystery (as long as historical or reference works are relevant).
- Magical Laboratory. You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (the use magic move, big magic, and other magical moves).
- Mystical Library. If you use your library, preparing with your tomes and grimoires, take +1 forward for use magic.
- Oubliette. This room is isolated from every kind of monster, spirit and magic that you know about. Anything you stash in there can't be found, can't do any magic, and can't get out.
- Panic Room. You have a room set up, with essential supplies and protected from almost anything, mundane or mystical. You can hide out there for a couple of days.
- Protection Spells. The haven is safe from monsters – they cannot enter. Monsters might be able to do something special to evade the wards, but not easily.
- Workshop. You have a space for building and repairing guns, cars and other gadgets. Work out with the Keeper how long any repair or construction is likely to take, and if you need extra supplies or help.
Independently Wealthy- Earth (3- with 1 exp for each additional option)
Through deeds or inheritance, you have become a person of means with an immense amount of funds and influence available to meet your needs.
Pick two of the options below as benefits of your status:
- Faithful Companion: Years ago, an honorable tribesman or local saved you life and has traveled with you ever since. You gain an Ally (How to Build your Ally) who is talented and loyal to the death.
- Entourage: You never go on a hunt without your faithful servants to carry your gear and take care of other laborious tasks that might distract you from the hunt. You gain a Team: Subordinates (motivation: to follow your exact instructions) (See how to Build your Ally for information on Ally’s/Minions… This specific “team” are played by the player or the staff and are “faceless minions” without much personal direction and will zip merrily off in fear- probably not going with you to Harpeah…) with skills appropriate to travel, camping, and domestics. Note that these people are not risk takers and will run from any combat situation.
- Vehicle Aficionado: You have a massive collection of vehicles in your personal collection and the contacts to get one delivered to even the remotest location, given time. Once per mystery you can have any type of civilian class vehicle on hand. Commercial and military class vehicles will require Keeper approval.
- Equipment Cache: You have access to large inventories of mundane gear and rapid delivery service. If you need something special from there, roll +Sharp. On a 10+ you have access to it, and plenty if that matters. On a 7-9 you have access to it, but only the minimum. On a miss, you receive the wrong thing.
- Call in a Favor: You have friends in high places. If you get into trouble with the local authorities you can make a few calls, roll +Cool. On a 10+ you are released and have diplomatic immunity in the area. On a 7-9 you are released but they are keeping an eye on you. On a miss, you are dropped off at the border and told not to come back. Home Away From Home: You have numerous luxury hide-aways located all over the globe. Each is private, secure, well stocked, and capable of housing 4-6 people comfortably.
- Open Invitation: You are known in all of the right social circles. If you need to get an audience with someone or access to a restricted location, roll +Sharp. On a 10+ you welcomed with open arms. On a 7-9 you are received with suspicion. On a miss, you are refused.
- Old Alma Mater: Your generous annual donations to your old university have not been forgotten. If ask for a bit of research assistance, gain +1 on an investigate the mystery roll. (as long as the relevant information is available to the university)
Harpeah Only- Limited Earth
The Following are Chosen at Creation- However will be given to you in character if your character reaches Harpeah’s soil and progresses. It may take time, and they aren’t instantly there. (Where as Earth bonuses may or may not be useful on Harpeah, but begin with characters.)
A part of a Sect/Clan/Species order. (3- with 1 exp for each additional option)
You are a part of an ancient, secret order. On Harpeah there are three types of these organizations. Sects – which basically function like an agency from earth, Clans- groups of individuals not bound by magic or species but by choice, who work, live and travel together and Species Specific Sects whom work for the good of their entire species.
Players can choose to “influence” their choice of group by choosing information below. But the storyteller and the world ultimately choose how they come into play for your character.
Traditions- (Pick 2 of each)
Good:
- Knowledgeable
- Ancient lore
- Chapters everywhere
- Magical Lore
- Fighting arts
- Flexible tactics
- Secular power
- Modernized
- Open Hierarchy
- Nifty gadgets
- Magical Items
- Integrated into Society
- Rich
Bad:
- Dubious Motives
- Tradition-bound
- Short-sighted
- Tyrannical Leaders
- Poor
- Total Obedience
- Paranoid and Secretive
- Closed Hierarchy
- Factionalized
- Strict Laws
- Mystical Oaths
- Obsolete Gear
- Uses No Magic/ Forbidden Magic
Independently Wealthy- Harpeah (3- with 1 exp for each additional option)
Through deeds or inheritance, you have become a person of means with an immense amount of funds and influence available to meet your needs.
Pick two of the options below as benefits of your status:
- Faithful Companion: You will (or perhaps have) saved a local’s life- or someone important to them, or an item… somehow you’ve managed to win their undying loyalty. You gain an Ally (your choice of motivation) who is talented and loyal to the death. (How to Build your Ally)
- Entourage: You have faithful servants to carry your gear and take care of other laborious/mundane tasks that might distract you from living the life you want to live. You gain a Team: Subordinates (motivation: to follow your exact instructions) with skills appropriate to travel, camping, and domestics. Note that these people are not risk takers and will run from any combat situation. These people may also be animals who have limited intelligence or “lesser” creatures in Harpeah, including but not limited to sprites, goblins, brownies, etc.
- Animal Lover: You have a massive love for animals- and animals (those who are not able to have sentient thought, like say a Shapeshifter). You have the ability to find good quality mounts and vehicles without too much trouble. Merchants, Farmers and breeders all can tell you have a way about you that suggests you not only know your way around animal flesh, but you have the money to care for their beloved pets. **To buy a vehicle/animal(s) or to borrow wagons/carts/carriages etc. You need to be in a logical place for these things.. It’s based not on your personal ability to tame a wild deer, but have enough wealth that people are willing to do a few favors for a few gems and gold pieces… Warrior trained animals will require Keeper approval.
- Equipment Cache: You have access to large inventories of mundane gear and rapid delivery service. If you need something special from there, roll +Sharp. On a 10+ you have access to it, and plenty if that matters. On a 7-9 you have access to it, but only the minimum. On a miss, you receive the wrong thing. --- In Harpeah it’s limited to high fantasy things… what guns and explosives you can get are on the older side of things--- not the newer.
- Call in a Favor: You have friends in high places. If you get into trouble with the local authorities you can make a few calls, roll +Cool. On a 10+ you are released and have diplomatic immunity in the area. On a 7-9 you are released but they are keeping an eye on you. On a miss, you are dropped off at the border and told not to come back. (Typically in Harpeah these friends are members of your species or Element.
- Home Away From Home: You have numerous luxury hide-aways located all over the globe. Each is private, secure, well stocked, and capable of housing 4-6 people comfortably. (Requires places you’ve visited… You can establish them as you travel. (Ain’t it lovely to be rich?)
- Open Invitation: You are known in all of the right social circles (based on species and element- some places won’t care…) . If you need to get an audience with someone or access to a restricted location, roll +Sharp. On a 10+ you welcomed with open arms. On a 7-9 you are received with suspicion. On a miss, you are refused.
Haven-Harpeah (3- with 1 exp for each additional option)
You have a haven set up, a safe place to study and work. This location must be set up and picked in character at a specific location- or set up as a covered wagon for transport. (If a wagon/magical room you are limited to Army, Infirmary, Protection spells, Workshop as options and you only get to pick 2 other options instead of three. )
Pick three of the following options for your haven:
- Armory. You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon, roll +Weird. On a 10+ you have it, and plenty if that matters. On a 7-9 you have it, but only the minimum. On a miss, you've got the wrong thing. (Guns and explosives are limited in Harpeah, and thus require a 10+ to maybe have an rare one in stock)
- Infirmary. You can heal people up here, and have the space for one or two people to recuperate. The Keeper will tell you how long a patient's recovery is likely to take, and if you need extra supplies or help.
- Lore Library. When you hit the books, take +1 forward to investigate the mystery (as long as historical or reference works are relevant).
- Magical Laboratory. You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (the use magic move, big magic, and other magical moves).
- Mystical Library. If you use your library, preparing with your tomes and grimoires, take +1 forward for use magic.
- Oubliette. This room is isolated from every kind of monster, spirit and magic that you know about. Anything you stash in there can't be found, can't do any magic, and can't get out.
- Panic Room. You have a room set up, with essential supplies and protected from almost anything, mundane or mystical. You can hide out there for a couple of days.
- Protection Spells. The haven is safe from monsters – they cannot enter. Monsters might be able to do something special to evade the wards, but not easily.
- Workshop. You have a space for building and repairing guns, cars and other gadgets. Work out with the Keeper how long any repair or construction is likely to take, and if you need extra supplies or help.
NEW EXP BONUSES
These bonuses are only available as EXP options.
If You are a part of an Agency for 10 Points:
You get promoted to be head of your local chapter. This gives you access to all local facilities as well as being in charge.
It doesn't mean you can constantly bring people along to help you on your mysteries – you need to take a team under your command for that.
You can still call on resources from the agency on a case by case basis, using your usual start of the mystery move, but you can ask for bigger things now. Of course, your new superiors also expect more from you.
Gaining an agency team under your command (5 EXP if your the head of your agency, 10 if your just a team leader and not the head of the agency.)
You gain a friendly team of people to help you out. You might already know them, or they might be new to the game. A team is made up of several people (usually 2-6). Players can play their own team (2-6 NPCs) or have fellow players play them. NPCS can fill out the rest of the ranks as needed / requested.
Pick one of the following types for the team as a whole. The individuals may differ, but the team overall will act in accordance with the motivation you pick for the “Ally” trait. (they are all under the same Ally motivation for simplicity.) You can find more information on allies, teams etc on this page in improvements.
(How to Build your Ally has more information on building teams.)
If You are a part of a Sept, are promoted for 15 EXP.
You get promoted to be head of your local chapter. This gives you access to all local facilities as well as being in charge.
It doesn't mean you can constantly bring people along to help you on your mysteries – you need to take a team under your command for that.
You can still call on resources from the Sect on a case by case basis, using your usual start of the mystery move, but you can ask for bigger things now. Of course, your new superiors also expect more from you.
You get 1 free Ally to assist you with your duties and access to many NPCs to follow orders (a team of 2-6 people can be sent out on missions for you) Pick one of the following types for the team as a whole. The individuals may differ, but the team overall will act in accordance with the motivation you pick for the “Ally” trait. (they are all under the same Ally motivation for simplicity.) You can find more information on allies, teams etc on this page in improvements.
(How to Build your Ally has more information on building teams.)
If You are a part of a Clan / Establishing a Clan of your Own - 15 EXP.
You can gain command of your Clan( A small part of a group, or more likely strike out on your own and make a Clan who rally under your banner.) You gain a friendly team of people to help you out. You might already know them, or they might be new to the game. A team is made up of several people (usually 2-6 NPCs, and as many players as you can call under your Clan Banner.)
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Additional Bonuses: 2 exp each
Hero
Pick one of the other hunters to be your hero. This is the person you decided is such an awesome person that you are going to spend your time helping them out. Check with the hero's player, to make sure they're okay with it.
When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.
>> For 2 more EXP >>> There's No “I” In “Team”: You get +1 on all rolls to help out, or +2 if you are helping your hero. (Counts as 1 move. Special.)
The Mojo Wire:
(EARTH) When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.
The Gossip Mill:
(HARPEAH) When you hear/gossip in various taverns, market places, etc, looking for things that might interest you take +1 forward.
Premonitions. At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9+ you get clouded images of something bad that is yet to happen: mark experience if you stop it. On a miss, you get a vision of something bad happening to you and the Keeper holds 3, to be spent one-for-one as penalties to rolls you make.
Dark Past:
In your past life you dabbled in the worst sort of mystical arts before you became one of the good guys. If you trawl through your memories for something relevant to the case at hand, roll +Weird. On a 10+ ask the Keeper two questions from the list below. On a 7-9 ask one. On a miss, you can ask a question anyway but you were complicit in creating the situation that you are dealing with now. The questions are:
•When I dealt with this creature (or one of it's kind) before, what did I learn?
•What black magic do I know that could help here?
•Do I know anyone who might be behind this?
•Who do I know who can help us right now?
What I Need, When I Need It:
You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand.
Thrilling Tale:
By regaling your fellow hunters with a exciting account of one of your previous adventures, you can give them insight in to the mystery at hand. When you tell a story about a similar situation, roll +Charm.
On a 10+, every hunter present gains a +1 forward.
On a 7-9, one hunter of your choice gains +1 forward.
On a miss, the Keeper holds 3 that can be spent to give anyone who heard the story -1 forward on any investigate or kick ass roll.
Experienced Huntsman:
You are an expert at figuring out your prey's strengths and weakness by only the faintest of clues. After finding physical evidence of the monster or hearing a detailed eyewitness account of it, roll +Sharp. On a 10+, ask two questions, On a 7-9, ask one question. • What is the monster's main method of attack? • What does the monster feed on? • What environment would the monster prefer to den in? • Is there anything the monster seems to be avoiding? • What is one of the monster's special powers? • Is the monster nesting/caring for young?
Destiny's Plaything: At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9 you get a vague hint about it. On a miss, something bad is going to happen to you.
I'm Here For A Reason: There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it comes to pass. If you die in play, then you must spend a Luck point. You will then, somehow, recover or get returned to life. Once your task is done (or you use up all your Luck), all bets are off.
Well Traveled:
You have dealt with hundreds of different languages and cultures in your travels. You can communicate with anyone, regardless of the language or culture barriers, assuming you keep the conversation simple and to the point. This allows you to make manipulate someone and investigate a mystery moves against bystanders that do not share a common language with you.