Babes in London: Act Two (Rewards)


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 dragon finding its 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 they already possess, OR the edge to allow them to use Knowledge (Ancient Cultures) for mythic cultures: Atlantis, if they do not already possess it, just as soon as they reach a level allowing them an additional edge. They cannot use possession of the item to gain an extra edge for their character beyond what they are normally allowed; it only gives them the chance to learn it in modern times, in addition to the modifier.

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 without fighting the battle.

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). Because the PC saved the life of Leyila, in her disguise as a temple dancer of prophecy, the Dancers of Prophecy will give the PCs any assistance they can. 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 still exist.

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 Setites discover the PCs modern identity AND connected to their ancient identity). 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 was circulated to Setite cells in the mythic era, and passed down to the modern era. Instructions are that any Setite encountering them is to, where practicable, kill or disable the PC, and to discover and actively work to foil the PC’s goals regardless of their demise. 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 addition to the other challenges they are facing. If both this enmity and the one below, are active, this occurs on a role of 1-2 on a six-sided dice.

4C: Defense of Leyila’s Parents

1 humanity OR heritage AP: awarded for the successful defense of Leyila’s parents, dependent on what skills the PC used to do so.

Modern Consequence: For their interference in the attempted capture of Leyila’s parents, the PCs have earned themselves the Enmity of the Setites but the Enmity of Setites: earned in 4B, is only activated if the Setites are able to connect their modern identities to their draconic ones. The PC has gotten in the way of a Setite goal by interfering with the capture of the Leyila Andrews’ parents. If any Setites escaped, the PC’s modern description is being circulated to Setite cells with the instructions that any Setite encountering them is to, where practicable, kill or disable the PC and/or actively work to foil the PC’s apparent goals regardless of their demise. If there were not Setite survivors, it takes the cell four weeks before they identify the PCs, at which time, the  enmity takes effect. 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. If both enmities are active, this occurs on a role of 1-2 on a six-sided dice.

NOTE: This adventure is not sanctioned in any way, shape or form by Fantasy Flight. It is not an official product, and I am in no way affiliated with them or they with me. There is no relationship between us. This adventure is mine, for fun, and for you, because some of you asked me to finish it.

Also, if you like this adventure and want to play it, please go buy the official rulebooks from somewhere where the original creators and publisher of the setting will be paid. I got mine from a Melbourne game store, but I’ve found PDF versions of the Player's Handbook and the Gamemaster's Handbook are now available from DriveThruFiction. If you enjoy their world, this is the best way to thank them.



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