Other Projects
Not all heroes want to craft or research during their time between adventures. Some might wish to build organizations, reconnect with family or friends, or just go fishing.
Community Service
Item Prerequisite: None
Project Source: None
Project Roll Characteristic: Varies
Project Goal: 75
When you start this project, you must be in a settlement or other location where people gather, and you must be in that same place each time you make a project roll for the project. You can undertake several Community Service projects at the same time, but each one must be in a different community.
While undertaking this project, you provide help to people in need, doing odd jobs, tutoring life skills, cleaning streets or public spaces, finding lost valuables, and the like. The Director determines the characteristic that applies to the project roll based on the activities you undertake. When you complete this project, you receive a random consumable treasure of the Director's choice from someone in the community as thanks for your hard work.
Community Service Events Table
| d10 | Event |
|---|---|
| 1 | After the roll, the hero's service is recognized by the local nobility or authorities. Upon completion of the project, the hero earns 1 Renown. |
| 2 | Before the roll, a mysterious force hinders the work in an unfortunate way, with tools going missing, tutoring materials vanishing, cleaning supplies turning up already filthy, and so forth. The hero can't continue the project until the culprit—a maligned devil or spirit connected to the hero's past—is identified and dealt with. |
| 3 | Before the roll, the community is so excited by the project that they join in to lend a hand. The project gains an automatic breakthrough. |
| 4 | Before the roll, a sympathetic NPC—perhaps a friend or ally from the community or from the hero's past—offers to assist with the project. The hero gains a +3 bonus to the project roll. |
| 5 | Before the roll, work on the project unearths a previously lost detail of the community—a lost or hidden section of a settlement, a surprising historical detail, a secret regarding a prominent local, and so forth. The locals take a keen interest in the development, but the revelation threatens to tear the community apart. If the character can't take steps to undo this strife, they take a bane on the project roll. |
| 6 | After the roll, a seemingly benign action taken by the hero curses them with bad luck. Until they break the curse, all project rolls they make are halved. |
| 7 | After the roll, a saint blesses the hero's work. The hero feels supernaturally rejuvenated, increasing their Recoveries by 1 until the end of their next respite. If the character is a conduit, they also gain an automatic breakthrough on the project. |
| 8 | Before the roll, the hero becomes aware of a previously unknown radenwight warren within the community, which has the potential to become a point of tension and conflict. The hero must engage with the radenwights and other locals to create understanding between the two communities or take a bane on the project roll. |
| 9 | Before the roll, a local malcontent has turned their focus on the hero and roused the people against them. The hero must either contend with angry locals preventing them from resting (losing the usual benefit of the respite) or find the malcontent and win them over before proceeding. |
| 10 | Before the roll, a thief, assassin, or other criminal offers to assist the hero. They can offer 50 points toward the completion of the project, as long as the hero looks the other way if they ever cross paths again. |
Fishing
Item Prerequisite: None
Project Source: None
Project Roll Characteristic: Agility, Reason, or Intuition
Project Goal: Varies
Whether for sustenance, relaxation, or bragging rights, you've gone fishing, provided you are near a body of water. The project roll for this project has the following changes:
- The project points earned by your roll represent the relative size of the fish (or some other fishlike creature) you catch.
- During each respite when you undertake this activity, you continue making project rolls until you obtain a tier 1 outcome (indicating that a fish got away, earning you no points) or a breakthrough.
- When you obtain a breakthrough, the Director rolls on the Fishing Events table rather than you gaining points from the roll and making another project roll.
- When you've made your last Fishing project roll for the respite, you can spend the project points you accrued on a reward from the Tackle table. Any points you don't spend during the current respite are lost.
Tackle Table
| Reward | Cost | Effect |
|---|---|---|
| Hearty meal (1 serving) | 50 | A creature who eats a serving of a meal prepared with the fish caught during the project increases their Recoveries by 1 until the end of their next respite. A creature can benefit from only one serving of this meal or another like it (such as from the Perfect New Recipe project) at a time. |
| Great meal (1 serving) | 100 | A creature who eats a serving of a meal prepared with the fish caught during the project increases their Recoveries by 1 until the end of their next respite, and gains 10 temporary Stamina that lasts until the end of their next respite if it isn't lost first. A creature can benefit only from one serving of this meal or another like it (such as from the Perfect New Recipe project) at a time. |
| Better tackle | 120 | You gain the following title and benefit. Angler: You gain an edge on Fishing project rolls. |
| Fishing event | 200 | You roll on the Fishing Events table. |
| Legendary fisher | 300 | You gain the following title and benefit. Goldenrod: Each time you undertake the Fishing project, you can reroll one project roll. |
Fishing Events Table
| d10 | Event |
|---|---|
| 1 | While fishing, the hero reels in a talking fish. The fish informs the hero of any events that have occurred within 10 squares of the body of water where they were caught over the last week, or provides one piece of Forbidden Knowledge (see the Discover Lore project), as the Director determines. |
| 2 | While fishing, the hero reels in a note in a bottle. The note is written in Anjali and binds the reader into a deal with a powerful devil if read out loud. This gives the devil ownership of the reader's soul in exchange for rolling an additional d10 on all future Fishing project rolls. |
| 3 | While the hero is fishing, passersby inform them of a rumor of a magic fishing rod that allows the fisher to double the size of the fish they reel in. The Director can decide whether the rumor is true, and if so, where the rod might be found. |
| 4 | While fishing, the hero reels in an angulotl daybringer (see Draw Steel: Monsters). The angulotl is insulted by the hero catching them, and threatens to summon heavy thunderstorms and drown the region in a flood. However, they can be negotiated with, and might provide the hero with one serving of an amazing meal if they stay on good terms. A creature who eats a serving of this meal increases their Recoveries by 1 until the end of their next respite, and gains 25 temporary Stamina that lasts until the end of their next respite if it isn't lost first. A creature can benefit only from one serving of this meal or another like it (such as from the Perfect New Recipe project) at a time. |
| 5 | While fishing, the hero reels in half of a mysterious ancient treasure of the Director's choice. If the other half is found, both halves magically meld together to restore the treasure. |
| 6 | While fishing, the hero is energized by fond memories of their life up to that point. They gain an edge on Presence tests until the end of their next respite. |
| 7 | The hero reaches a new fishing milestone, gaining the following title and benefit. Master of Reels: Whenever you deal damage to a target who is 2 or more squares away from you and that target isn't also force moved, you can pull the target a number of squares equal to your Agility, Reason, or Intuition score (your choice). |
| 8 | While fishing, the hero engages in relaxing meditation that grants an automatic breakthrough on another project they're working on. Alternatively, they gain insight that grants an automatic breakthrough on another hero's project of their choice. |
| 9 | While fishing, the hero is pulled into the water by an ancient fish and must make a hard Might test. On a success, the hero reels in a humongous fish worth 100 points. On a failure, they end the current respite with 1 fewer Recoveries than usual. On a success with a complication, the hero obtains both outcomes. |
| 10 | While fishing, the hero notes what appears to be an underwater cavern. If the cavern is explored, it reveals a treasure of the Director's choice guarded by a revenant knight fulfilling their duty until their captain returns. |
Spend Time With Loved Ones
Item Prerequisite: None
Project Source: None
Project Roll Characteristic: Presence
Project Goal: 60
You revitalize your spirit by spending time with people you love who you haven't seen in a long while. You must be able to communicate with those people to undertake this project or make project rolls for it. When you complete this project, your Stamina maximum increases by 12 + your level until the end of your next respite, and you can't start another Spend Time With Loved Ones project for a month.
Spend Time With Loved Ones Events Table
| d10 | Event |
|---|---|
| 1 | Before the roll, the hero is presented with an heirloom, artifact, or secret that aids another project they've undertaken or want to undertake. They can immediately make a project roll for that project as well as for this one. |
| 2 | Before the roll, the hero's people embrace their loved one's companions as their own. Additional party members can make one project roll each for this project without doing so as a respite activity. When the project is completed, each character who contributed a project roll gains the benefit of completion. |
| 3 | Before the roll, the hero's enemies track them to the home or community of their loved ones. These enemies immediately launch an attack, hoping to catch the hero off guard. |
| 4 | After the roll, the hero learns that a distant friend or family member has joined the cause of their enemies. Their loved ones plead with the hero to bring this person back home safely. |
| 5 | After the roll, a loved one gives the hero a consumable treasure to aid them in their travels. |
| 6 | After the roll, the hero's loved ones share that they have been subjected to a curse. The only way to lift the curse is by returning an heirloom to its place of origin. |
| 7 | Before the roll, the hero meets an old friend who is a more experienced adventurer. They offer to mentor the hero in exchange for a treasure or favor. If the hero accepts, they also complete the Learn From a Master project when this project is complete, with the Director choosing the NPC's class. |
| 8 | Before the roll, the hero discovers that by returning, they've put the community surrounding their loved ones in danger, either with the authorities or an opposing power in the region. To complete the project, the hero needs to earn the trust of that community. |
| 9 | After the roll, the hero learns that spending time with loved ones isn't always as rejuvenating as one hopes. Completing the project requires an additional 20 project points thanks to difficult friends or relatives. |
| 10 | Before the roll, the hero's loved ones ask if the hero would like to cook with them. If the hero accepts, they can apply their project roll both to this project and to the Perfect New Recipe project. If the hero is not currently undertaking the Perfect New Recipe project, they start that project and their loved ones provide the item prerequisite and project source. |