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Turn_Haven

valzi edited this page Jan 20, 2019 · 2 revisions

Haven Turn

A Haven Turn (2 weeks) may only be taken at the end of a session.

Procedure

  1. Roll the Haven Encounter Die.
  2. Roll 1D6 for each Potential Drama to see how many times it advances.
  3. Pay for accommodations, retainers, property upkeep, etc.
  4. Rest. DMG to Attributes heals at 1 point per week. (See Rest.)
  5. Check Hired Hand Morale. (Failure means they quit and aren't readily available for hire.)
  6. Each player decides on an action that does not replace regular play. (Disallowed actions include things like robbing an adventure location, solving a mystery, etc. Characters should do things a player wouldn't normally roleplay.)
  7. Referee describes rumors and news.

Haven Encounter Die

  1. Nothing.
  2. Nothing.
  3. Nothing.
  4. End of an ongoing circumstance (including possible removal of a Potential Drama.)
  5. Clue about next Haven Complication.
  6. Roll a Haven Complication.

Haven Complications

These are abstract events (or failed events) in the region that the Referee must interpret.

D10 COMPLICATION
1 Assassination
2 Riots/Insurrection
3 Natural Disaster
4 Famine
5 Disease
6 Social Order Upset
7 Item stolen
8 Person impersonated
9 Person slandered
10 Invasion

Free Haven Actions

Hire a Skilled Henchman

  • Skilled Henchmen may only be hired from a friendly faction.
  • You earn XP equal to half the amount spent.

Roll 2d6. On a 10+, you can choose 3; on a 7-9, choose 2. Otherwise, choose one.

  • The henchman is loyal to you.

  • The henchman is neither cowardly nor reckless.

  • The henchman has the entire skillset that is expected of him or her.

  • The henchman lacks troublesome personality quirks.

Banking

  • Banks give a 2% yearly interest rate compounded monthly and allow you to withdraw cash in any major city.
  • 10% death tax is applied when your money is withdrawn by your heir.

Property

Buy property or build structures on your property. Property ownership involves upkeep costs and land taxes.

Repair

The cost to pay to repair an item is usually half of its sale value.

Haven Actions

  • Some actions may only be available in large cities.
  • Doing a new activity that would be boring to regularly repeat might create a new action.

Carousing

Procedure

  1. Choose Debauchery, Lust, or Violence.
  2. Spend D6x100 SP in villages or D8x100 SP in towns or D10x100 SP in cities to earn that much XP.
  3. Save versus Poison then roll 1D20 on the appropriate table.

Notes

  • Members of local organized crime may increase their expenditure by 50SP X their roll result.
  • If you roll more money than you have on hand you owe the difference to some sort of criminal unless another PC covers your expenses.
  • If a character cannot afford their roll, they automatically fail the Save and only gain XP equal to half the money spent.
  • PCs can cover a character’s missing cash, but Henchmen only do so to avoid the imprisonment of the PC on a successful Morale Check.

Debauchery

1 Gambling/Theft Gain 1D10X25 SP.
2 Gambling/Theft/Performance. Gain 50+2D20 SP (or 100+2D20 on a successful CHA Check.)
3 Realization. Gain (1D3+level)x100 XP.
4 Invigorated/Alert/Upper. Reroll one roll of your choice this session.
5 Impressive. Gain 1 point of reputation with a random faction.
6 Stranger. An odd magical trinket is now yours.
7 Vision. You know the answer to one question about something supernatural. Ask the GM now.
8 No effect.
9 Mugged. Lose all treasure and carried currency. Suffer -1 Grit maximum per Level this session.
10 Vandalism. Succeed at a Stealth check or anger a faction and be captured. If the faction accepts bribes, spend 100 SP per 10% cumulative chance of getting out per session (starting with the next one) or remove a reputation point with the settlement to do the same. Play a different character this session.
11 Drug/Experiment. Dexterity and Strength are reduced to “6” for this session. If you failed your Save, it’s permanent.
12 Disguise/Dress-up/Romance. You swapped clothing and equipment with (1D6) 1. Fighter 2. Specialist 3. Magic User 4. Aristocrat 5. Other Race 6. Roll Twice, pick your favorite. Check CHA. Failure indicates that this includes magical or special equipment.
13 Hangover/Drug. -1 to Initiative for the this session.
14 Exhaustion/Hangover/Drug. -1 on all physical actions this session.
15 Transform/Experiment. Randomly swap 1D4 points between two random Attributes.
16 Hooch/Barfight. Suffer partial blindness this session (-2 to hit rolls.) If you failed your Save, it’s permanent.
17 Fine wine/ancient scotch/hardcore drugs. Your tastes now require double investment on future carousing rolls.
18 Gambling/investment/scam. Lose LevelX1D4x50 additional SP. If you failed your Save, this can include a debt instead of only the money you have.
19 Addiction. Anytime you return to town you must (spending 50 SP x Level) on intoxicants. If this is not possible, -2 on all rolls during that session.
20 Vandalism/loose tongue/public display/performance. If you failed your Save, -1 reputation with whichever faction you like least.

Lust

D20 Lust
1 Give a gift less than 50SP before each session, gain -1 DEF. Gifts over 100SP before a session, gain +1 ATK.
2 Next hit against you does double damage or causes a tactical problem.
3 -1 to all reaction rolls and lose all current Henchmen.
4 1D100x100SP is gone, excess is debt. Check Charisma to gain useful information.
5 No effect.
6 -1 to Initiative this session.
7 Critical strike range increases by 1 during the this session.
8 -1 CHA per session until disease is cured. When your CHA reaches 0, die. If you succeed, you're cured and recover ½ the lost CHA.
9 Awake in partner's body. Reroll all stats and gain new appearance/gender/age etc. Find the body snatcher and remove curse to reverse.
10 Reroll one roll this session.
11 Allies gain +1 Grit maximum this session.
12 Minor magical item.
13 Married – upset faction if you leave, mistreat or provide less than 100 SP each session.
1 May spend 1D3 x 1,000 SP or 1D3 faction reputation points to free lover. Result: randomly gain permanent +1 CHA or +1 CON and a henchman with a loyalty of 12.
15 If you failed your Save, be jailed. (100 SP per 10% cumulative chance of getting out per session) or spend a reputation point with the faction to earn your release.
16 Statuette of you worth 2D6x100 SP will be delivered to your address in two days.
17 Attacks do +1 Damage to you until you have a successful ‘Lust’ carousing check (not including this one.)
18 Fight jealous paramour or suffer potential ambush and certain social consequences. Paramour is level D8+2 and fight will probably be non-lethal unless PC pushes it.
19 Lose all easily sellable wealth (not equipment.)
20 You purchased a small but vicious animal that can fit in a small sack or purse. Stats: 3 Grit, +1 ATK.

Violence

D20 Violence
1 Roll 1D4 1. Hideous facial scarring (-1 CHA) 2. Gouged eye (-1 to ranged ATK) 3. Impressive scar (+1 CHA). 4. Missing ear (-1 to Listen checks).
2 Heal 1Grit for every living creature you kill in melee combat. Debt to evil spirit.
3 Joined gang. Gang size is 2D10 and will provide level 0 Henchmen, but expect 50 SP per session or violent removal. Paying 100 SP per session grants access to LVL 1 Specialist Henchmen who must still be hired.
4 Should you fail to kill an opponent in a Session, the Session afterwards you will roll all rolls at -1.
5 No effect.
6 This session: -1 ATK, -1 Damage. Also -1 Grit maximum per Level.
7 A supernatural entity judges your violence. Each Session gain a cumulative +1 to damage done and damage received, until you have personally killed 10 times your level in foes.
8 Contracted lycanthropy. In future sessions, the GM will roll a secret CON check to see if you turn when you first take damage.
9 Brutality – -1 reputation with a random faction, and your maimed victim may seek revenge.
10 +1 reputation with a random faction.
11 +1 to all healing efforts (amount healed and skill checks) this session.
12 Gain 1D3 + level x100 XP.
13 Half Grit Maximum this session.
14 Deflect the next critical strike you receive.
15 Gain a weapon of higher quality then normal with one minor, common magical effect.
16 You may spend 100 SP to rescue an an injured, normal, 1 HD guard/attack animal of loyalty 1D6+6 in 1D3 Sessions.
17 Gain 2D6x100 SP.
18 1D10x25 SP.
19 Supernatural patron for as long as you like. -3 to all reaction rolls. Fight on for 1D3 rounds after death or serious injury as if uninjured.
20 Check INT to gain +1 ATK.

Note to self: Carousing actions to add for a Proper Relaxation Option Eat a scone Drink gourmet coffee Have a bath Read poetry or hear it read

Crafting

Crafters (such as alchemists or stonemasons) can craft according to their ability.

The referee will choose both a dice difficulty and a materials cost. Roll and multiply to determine the amount spent on crafting.

Difficulty Materials
d4 10SP
d6 100SP
d8 1000SP
d10 10000SP

Enterprise

An Enterprise costs 1000sp to establish. This does not include any building or property costs.

Income

  • New Enterprises generate D4x100sp Income each month.
  • They also face a Threat that will cause D4x100sp in Losses unless dealt with.
  • If an Enterprise cannot pay its debts, it collapses.

Growth

If an Enterprise ends a month with Profit, its Income and Threat dice both move up to the next larger type of die, to a maximum of D12.

Liquidated Assets

You can withdraw an investment or liquidate a business at the time of monthly income.

Philanthropy

Procedure

  1. Choose a Faction to donate to. (it cannot be a business.)
  2. Spend the minimum SP required by the Faction or more (in steps of 100 SP.) Gain 80% of the SP value as XP. The maximum you may spend
  3. Roll twice on the Words Table. Then explain how those words describe your philanthropy goals in one neighborhood. A village counts as one neighborhood.
  4. There is a 2-in-6 chance of a Philanthropy Event. If one occurs, roll twice on the Words Table and once on the Mechanics Table. Then help the Referee interpret the results.

Gain +1 to the Mechanics Table roll for every 1,000 SP spent beyond the the first 500.

Words table

  1. art
  2. patronage
  3. fraud
  4. radical
  5. politics
  6. orphans
  7. animals
  8. institution
  9. heritage
  10. criminals
  11. orthodox
  12. revolutionary
  13. anti-monarchist
  14. neighborly love
  15. poor
  16. cult
  17. education
  18. prestigious
  19. civics
  20. hunger
  21. ineffective
  22. transform
  23. inform
  24. widow/widower
  25. minority
  26. embezzlement

Mechanics Table

  1. You spend double (up to the amount you own) because you feel good about yourself. The money is wasted on frivolity.
  2. Your deeds inspire zealous, incompetent followers: 1D6 followers per Maximum Henchmen score, minimum of one D6. Half will follow you into danger (Any attempt to stop them requires a Cha check with a Bane.)
  3. You gain a jealous enemy. 1d3. 1: Wealthy 2: Middle class 3: Poor.
  4. Investigated for tax evasion or other monetary crimes against the state.
  5. D6 criminals per 500sp spent are interested in your possessions.
  6. Nothing worked out as intended (but XP still gained.)
  7. You gain an impressed ally. 1d3. 1: Wealthy 2: Middle class 3: Poor.
  8. +1 to local reaction rolls.
  9. Gain a truthful local rumor.
  10. D4 similar changes occur in imitation of your work.
  11. 1 local business offers 10% off everything the next time you shop there.
  12. Gain 100% XP instead of 80%.
  13. +1 reputation with a local faction.

Rest

Players can recover from debilitating injuries such as broken legs.

Spells

A Wizard can experiment with hallucinogenic drugs to expand their mind in a hurry, thereby gaining a random spell (but not a spell slot or Magic Die.)

  • 4 in 6 chance that it will be from their wizard school.
  • 2 in 6 chance to also lose 1 Intelligence permanently after the spell is gained.

Training

Skill Training

  • Gain a Skill if practiced or studied for one Haven Turn. Cost: 1,000sp for an easy skill and 4,000sp for a difficult skill.

  • Master a Skill if practiced or studied for two Haven Turns. An improved Skill grants two Boons to related rolls. Cost 8,000sp to master an easy skill and 12,000sp to master a difficult skill.

Weapon Training

Limited to martial classes.

This is only available for one category of weapon per PC. (Example: Axes.)

  • An expert (cost of 1,000 x market price of weapon type) receives a +1 bonus to ATK rolls for weapons of that category.

  • A Master of a weapon type (2,000 x market price of weapon type) also gains a Boon when using it to accomplish maneuvers.

Armor Training

Limited to martial classes.

  • A trained character gains +1 Defense when wearing a matching armor type. This bonus does not stack.

  • Cost of training is 3x the standard market cost of the armor.

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