Adventure Edition - Babes in London: Little Girls Lost, Act Two Rewards
You can find the introduction to the Babes in London adventure sequence HERE, the background to Act One HERE, the Overview for Act One HERE., Act One Scenes 1-2 HERE and Act One Scene 3 HERE.
Act Two Preparation and Scene 1 can be found HERE, Act Two Scene 2 can be found HERE, Act Two Scene 3A can be found HERE, Act Two Scene 3B can be found HERE, Act Two Scene 3C can be found HERE, Act Two Scene 3 Finalization can be found HERE, Act Two Scene 4A can be found HERE, Act Two Scene 4B can be found HERE, and Act Two Scene 4C can be found HERE.
To play or run this game you will need the following:
PLAYERS: Fireborn Player's Handbook;
GAME MASTERS: Fireborn Gamemaster's Handbook;
This is a piece of fan fiction. It is NOT endorsed or acknowledged by Fantasy Flight Games; it is IN NO WAY official; it DOES NOT indicate any form of relationship between myself and Fantasy Flight Games; and I DO NOT CLAIM any of the setting specific material or setting specific concepts as my own.
GMs, please remember that there were options at the end of the last scene in Act Two that lead to different scenes within Act Three. It is strongly advised that you do not begin running Act Three until you have all the scenes and all their components.
Next week, I will post the Background section for Babes in London, Part 2, Little Girls Lost.
Act Two Preparation and Scene 1 can be found HERE, Act Two Scene 2 can be found HERE, Act Two Scene 3A can be found HERE, Act Two Scene 3B can be found HERE, Act Two Scene 3C can be found HERE, Act Two Scene 3 Finalization can be found HERE, Act Two Scene 4A can be found HERE, Act Two Scene 4B can be found HERE, and Act Two Scene 4C can be found HERE.
To play or run this game you will need the following:
PLAYERS: Fireborn Player's Handbook;
GAME MASTERS: Fireborn Gamemaster's Handbook;
This is a piece of fan fiction. It is NOT endorsed or acknowledged by Fantasy Flight Games; it is IN NO WAY official; it DOES NOT indicate any form of relationship between myself and Fantasy Flight Games; and I DO NOT CLAIM any of the setting specific material or setting specific concepts as my own.
GMs, please remember that there were options at the end of the last scene in Act Two that lead to different scenes within Act Three. It is strongly advised that you do not begin running Act Three until you have all the scenes and all their components.
PLAYERS SHOULD NOT READ BEYOND THIS POINT
REWARDS FOR ACT 2
Adventure Points:
Scene 1
Up to 1 humanity AP: to be awarded for good roleplaying.
Scene 2
Up to 1 humanity AP: to be awarded for good roleplaying.
Scene 3
3A: Searching Anika’s House:
1 humanity AP: to be awarded for good roleplaying and/or clever
investigation of the house.
Modern Rewards: Anika’s Book
of Law. This thick volume of laws is based on Anika’s time as a lawgiver in
Atlantis. Because these are the actual laws of Atlantis and have been
inscribed with the passion of a child finding her identity, this book is a rank
2 karmic item. In addition to this, PCs who spend time reading this book gain a
-1 modifier to any Knowledge (Ancient Cultures: Atlantis) test OR the edge to
allow them to use Knowledge (Ancient Cultures) for mythic cultures, if they do
not already possess it.
Modern Reward: disk belonging to the Cult of Set. This disk will
provide a valuable clue to future investigations, as well as being one of the
items required for entry to certain of the cult’s hideouts.
3B: Hounds of the Law:
Up to 1 heritage AP: to be awarded for good roleplaying
1 heritage AP: if the PCs manage to capture Karymnos and Brinna in Part C: Rendezvous rather than finding
out they had eventually captured them in Part
D: Sentence & Reward.
Karma = Base Air
Mythic/Modern Reward: Title “Hound of the Law”. In mythic times,
‘Hounds’ were accorded a special place in Atlantean society. Their services
were recognized in legal arenas. Mechanics: -2 modifier to Research tests
carried out in mythic Atlantis. In modern times this correlates to a -1 modifier
to Research tests carried out in relation to mythic Atlantis.
3C: Friends of Kredak
1 heritage AP: awarded for defeating the minions of Set rather than
finding out that this is how the scene played out.
Karma = Base Air
Mythic/Modern Reward: The PC has saved the dragon, Kredak’s, life
and earned his gratitude. The PC now possesses the title: Friend of Kredak and gains an ally in both mythic and modern times
(Mechanics: PCs gain the free Edge – Allies 2: Kredak, which can be upgraded
(if PCs spend an additional 3 APs) to Allies 3: Kredak + 1 other member of
Kredak’s Brood, OR if they spend an additional 7 APs, they can upgrade this
edge to Edge – Allies 4: Kredak + 2 other members of Kredak’s Brood. This
reflects the other interactions they have had with Kredak – and his brood, over
the ages.).
Scene 4
4A: Searching Leyila’s House
Up to 1 humanity AP: to be awarded for good roleplaying and/or
clever investigation of the house.
4B: Kehebite Dancer
1 heritage AP: for defeating the Setite assassins
Up to 1 additional heritage AP: for good roleplaying in the
aftermath of the Setite attack.
Karma = Base Air
Mythic Reward: Title: Friends
of the Dancers of Prophecy (may also be a modern reward if the dancers
still exist). The PC has saved the life of Leyila, in her disguise as a temple
dancer of prophecy. The Dancers of Prophecy will give the PCs any assistance
within their capability. Mechanics: Once per adventure set in mythic Keheb, PCs
can ask for assistance from the Dancers. This can be in the form of a foretelling
that gives them a -1 modifier to attacks and actions in their next battle, or
it can be a vital piece of information that the Dancers divine on the PCs
behalf. This benefit transfers to the Modern era, if the PCs find the Dancers
of Prophecy in modern times.
Mythic Twist with Modern Effect: By saving the dancer and
interfering with the assassination, the PC has earned the Enmity of Set, something that lasts through the ages to the present
day (but only activates if the PC’s modern form is discovered by the Setites).
The PC has gotten in the way of a Setite goal; this time by interfering with an
assassination attempt against a Dancer of Prophecy. The PC’s description is
being circulated to Setite cells with the instructions that any Setite encountering
them is to, where practicable, seriously injure the PC and/or actively work to
foil the PC’s apparent goals. Mechanics: Once per session, on a roll of 1 on a
six-sided dice, the PC experiences some Setite-originated setback in their
plans or actions OR is attacked by a Setite assassin.
4C: Defense of Leyila’s Parents
1 humanity OR heritage AP: depending on PC method, awarded for the
successful defense of Leyila’s parents.
Modern Consequence: For their interference in the attempted capture
of Leyila’s parents, the PCs have earned themselves the Enmity of the Setites and activated the Enmity of Setites: earned in 4B as they reveal their modern
identities. The PC has gotten in the way of a Setite goal by interfering with
the capture of the Leyila Andrews’ parents. The PC’s description is being
circulated to Setite cells with the instructions that any Setite encountering
them is to, where practicable, seriously injure the PC and/or actively work to
foil the PC’s apparent goals. Mechanics: Once per session, on a roll of 1 on a
six-sided dice, the PC experiences some Setite-originated setback in their
plans or actions OR is attacked by a Setite assassin in a scene set in modern
times.
END OF ACT TWO REWARDS
Next week, I will post the Background section for Babes in London, Part 2, Little Girls Lost.
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