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.
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.
Comments
Post a Comment