Hideout- Keeping Your Head Low
Hideout- Keeping Your Head Low
Hideout buildings focus on the subterfuge and stealth to achieve victory.
--Agents of Chaos- Through skills of your own or by the will of the Skyldings above, others are more likely to be blamed for your actions. Furthermore, at the end of a mission, when you successfully blame another for your own actions, the party gains experience.
-Dojo- The Dojo will act as perfect place to train as a team. For those that train together gain a +1 to "Aid or Interfere" rolls. (This number can be improved)
-Gambling Den- You set up a small gambling establishment, attracting useful and unsavory types. You can recruit hirelings from this room. These hirelings start with 1 level in Burglar and gain 1d4+1 points to spend between Loyalty and other skills. (This number can be improved)
-Gear Locker- You always are geared up before leaving your base. When leaving the base, the party gains 1d4+1 uses. You can spend a use to have grabbed: climbing gear - glowstones - smoke bombs - tar bombs - throwing weapons - thunderstones - minor traps.
-Obstacle Course- Workers and Hirelings train hard here, honing their skills. When Hirelings train here, they gain 1 skill point for you to spend. Hirelings can continue to train, but progress will be slow unless outside help is provided.
-Planning Room- You plot out your future actions with great detail. As long as there are no complications, the party rolls 2d8* (instead of 2d6) on "Defy Danger" rolls. (A complication might appear on a 7-9, but is guaranteed on a 6-)
-Roost- Your base is home to bats, ravens, or other small winged beasts that serve your will. These beasts can establish a fact about your target. Knowledge is the greatest weapon.
-Tavern- Your base now has a raucous tavern complete with a bar, shelves of alcohol, a roaring fire, and usually a scuffle. You can always find someone to hire here, but the quality is not guaranteed. The tavern also brings in a small but steady income.
--Agents of Chaos- Through skills of your own or by the will of the Skyldings above, others are more likely to be blamed for your actions. Furthermore, at the end of a mission, when you successfully blame another for your own actions, the party gains experience.
-Dojo- The Dojo will act as perfect place to train as a team. For those that train together gain a +1 to "Aid or Interfere" rolls. (This number can be improved)
-Gambling Den- You set up a small gambling establishment, attracting useful and unsavory types. You can recruit hirelings from this room. These hirelings start with 1 level in Burglar and gain 1d4+1 points to spend between Loyalty and other skills. (This number can be improved)
-Gear Locker- You always are geared up before leaving your base. When leaving the base, the party gains 1d4+1 uses. You can spend a use to have grabbed: climbing gear - glowstones - smoke bombs - tar bombs - throwing weapons - thunderstones - minor traps.
-Obstacle Course- Workers and Hirelings train hard here, honing their skills. When Hirelings train here, they gain 1 skill point for you to spend. Hirelings can continue to train, but progress will be slow unless outside help is provided.
-Planning Room- You plot out your future actions with great detail. As long as there are no complications, the party rolls 2d8* (instead of 2d6) on "Defy Danger" rolls. (A complication might appear on a 7-9, but is guaranteed on a 6-)
-Roost- Your base is home to bats, ravens, or other small winged beasts that serve your will. These beasts can establish a fact about your target. Knowledge is the greatest weapon.
-Tavern- Your base now has a raucous tavern complete with a bar, shelves of alcohol, a roaring fire, and usually a scuffle. You can always find someone to hire here, but the quality is not guaranteed. The tavern also brings in a small but steady income.
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