Archery
Requirement: Perform 10 Hard trick shots.
Benefit: You automatically hit any inanimate objects in your range, while using a missile weapon.
Astronomy
Requirement: Find a Gate Key, and visit one of the Wandering Stars
Benefit: Ability to Fast Travel via the Gate network
Astrology
Requirement: Find and return the Wood Witch's astrology tools and charts
Benefit: Spend a Camp action to read the stars. This allows you to ask one yes or no question of the GM.
Atomic Energy
Requirement: Meet a nuclear physicist (disgraced or not)
Benefit: Ability to repel the undead. Test is based difficulty of target and, should you pass the test by 4, you potentially destroy the target.
Backpacking
Requirement: Travel 30 Hexs with a full inventory
Benefit: Gain an additional inventory space per level.
Bestiary
Requirement: Document 20 beasts encountered
Benefit: Gain ability to Speak with Animals
Botany
Requirement:
Benefit: You may now Forage for Herbs as a Camp action to generate a First Aid kit, rather than having to return to town to purchase one.
Camping
Requirement: Sleep 7 nights under the stars
Benefit:
Chemistry
Requirement: Combine strange found chemicals and discovered their effects through usage 5 times.
Benefit: Generate one extra dosage of any potions made, gain a copy of the chemicals/reagents list.
Collecting
Requirement: Collect 25 separate Scout Cards, including at least 5 Unique
Benefit: Possession of a collected card allows for +1 when interacting with the subject of the card.
Cooking
Requirement: Retrieve 10 beers for the GM (When they need them, not all at once)
Benefit: Personal rations gain an additional usage
Dwarf Lore
Requirement: Learn 5 significant dwarven secrets
Benefit: Count as “Dwarf”
E
Elf-friend
Requirement: Find and meet the elves on good terms, and complete 3 quests for them
Benefit: Count as “Elf”
Environmental Science
Requirement:
Benefit:
Exploration
Requirement: Discover 10 unknown locations.
Benefit:
F
Fencing
Requirement: Defeat the Great Zeppini in single combat
Benefit: A single sword provides +2
First Aid
Requirement: Successfully use 5 First Aid kits
Benefit: First Aid kits have an additional usage
Fishing
Requirement: Catch and eat a rare Salmon of Knowledge
Benefit: Auto-succeed on a Wise test per day.
G
Geology
Requirement: Discover the Heart of the Mountain
Benefit: Able to imbue items with magic gems
Hexcraft
Requirement: Successfully use 10 scrolls
Benefit: Able to memorize 1 spell per level per day.
Hiking
Requirement: Cross 40 Wilderness hexs
Benefit: You may now travel through Wilderness hexes as if they had a road.
Hillwalking
Requirement: Cross 20 Mountain hexes
Benefit: You may now travel through Mountain hexes without acquiring Fatigue
Hosting
Requirement: Hosting a party for the
Benefit: Moments of small joys or anything characters would consider fun generate a pool of 3 hit points shareable among the characters.
Inventing
Requirement: Use combined Catalog items together in novel ways 5 times
Benefit: Catalog items gain one extra use, for you.
Mapping
Requirement: Accurately map 5 “dungeons”
Benefit: Now able to sell maps for Scout Script. Price based on number of secrets present.
Oneirology
Requirement: Aid Randolph Carter
Benefit: Able to enter the Dream Realm
Ornithology
Requirement: Return a helpless bird’s cloak of feathers
Benefit: Gain the trust and favor of birds, and all that it entails
P
Pathfinding
Requirement: Scout 10 times
Benefit: Auto reveals locations within the current hex during Camp action.
Physical Fitness
Requirement: Pass 5 easy physical tests, 3 normal tests, and 1 hard test
Benefit: You may jump twice as far, and auto-succeed on one easy or normal physical test per day. (standard jump is 5 feet, unassisted)
Preparedness
Requirement:
Benefit: When in the City you may designate a single inventory slot as having “That Thing I’ll Need.” At some point in the future, if you need a non-Specific or non-Catalog item, simply announce “I Have That!” and replace the inventory slot with that item.
Seamanship
Requirement: Swear allegiance to the Pirate King, or have him in your debt
Benefit:
Self Defense
Requirement: Train with the monks of Mount Tabor
Benefit: Able to learn a martial move per level.
Stage Magic:
Requirement: Successfully swipe 10 objects (unworn) from different people (requires nimble test)
Benefit: You can now make a Nimble test to pluck an item (worn or other wise) from a person.
Stalking
Requirement:
Benefit: During Wandering Monster check, the “Traces” range is expanded by 1. You have an additional option to follow these traces and either encounter the Monster itself (1-3) or to its lair (4-6). The lair is empty 2-in-6 times and often contains loot. At the very least, the monster’s idea of loot.
Survival
Requirement: Set 5 easy traps, 3 normal traps, and 1 hard trap. These are purchased from the Scout Catalog.
Benefit: You are able to manufacture and set traps. Setting a trap takes ten minutes and no longer requires a check. Making a trap takes a Camp action.
Translation
Requirement: Successfully translate 3 difficult languages. This is done by solving a rune based sudoku puzzle out of character.
Benefit: Allows you to spend a turn to read any inscriptions you come across
Trollcon (“Troll Study”)
Requirement: Fell a Troll single handedly and tan the hide.
Benefit: While wearing the tanned troll skin, you may enter a Rage state for level rounds (once per day). During this time you gain +1 to offensive tests, but take +2 damage on failures. Also, you’re immune to mind altering effects and ignore Fatigue slots. When it ends, you gain a Fatigue. You are unable to cast spells during Rage.
W
Woodwarding (Forestry)
Requirement: Cleanse a defiled grove
Benefit: Gain an animal companion, able to detect aberration
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