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SAFEHOUSE IMPROVEMENTSCELLSCAMPAIGN
TOTALS
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ALCHEMY LAB [2]CRYPTOADMIN [3]DUNGEON [2]RISK1
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- LIMITLESS SUPPLY OF
TRIVIAL AND CHALLENGING
REAGENTS
- ALCHEMY SKILL CHECKS MADE
IN THE SAFEHOUSE IGNORE 1
BOTCH
- A LOYAL CRYPTOADMIN:
DISPATCHER, RESEARCHER, AND
BRIDGE TO THE SHARDSCAPE
- ALLOWS DENIABLE CELLS
- REQUIRED BEFORE ACQUIRING
A GOLEM
- SAFELY HOUSE CAPTIVES FOR
INTERROGATION AND RANSOM
- SOCIAL SKILL CHECKS MADE
AGAINST CAPTIVES OF THE
SAFEHOUSE IGNORE 1 BOTCH
CLOSE, 4 SKILL DICE
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DENIABLE, 2 SKILL DICE
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STRATEGIC
ASSETS
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CLOSE, 4 SKILL DICE
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DENIABLE, 2 SKILL DICETALENT
POINTS
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FORGE [2]GOLEM [4]HEALER'S DEN [3]
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- ALLOWS THE PRODUCTION OF
LARGE, LONG-TERM PROJECTS
- CRAFT SKILL CHECKS MADE IN
THE SAFEHOUSE IGNORE 1 BOTCH
- ALLOWS INSTANT QUERYING OF
THE SHARDSCAPE
- ALLOWS PRIVATE SHARDNETS
TO CONNECT WITHOUT BRIDGING
- REPLENISH ALL HP WHEN
RESTING IN THE SAFEHOUSE
- MEDICINE SKILL CHECKS MADE
IN THE SAFEHOUSE IGNORE 1
BOTCH
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CLOSE, 4 SKILL DICEATTRIBUTE
POINTS
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DENIABLE, 2 SKILL DICE
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THREAT LEVEL
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CLOSE, 4 SKILL DICE
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LIBRARY [2]LOUNGE [2]RITUAL CHAMBER [3]DENIABLE, 2 SKILL DICENUISANCE
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- ALLOWS A PLAYER TO GAIN AN
OUT-OF-THE-BOX INSPIRATION
OR INSIGHT FROM THE GM
- QUERY SKILL CHECKS MADE IN
THE SAFEHOUSE IGNORE 1 BOTCH
- SAFELY HOST AND ENTERTAIN
DISTINGUISHED GUESTS
- SOCIAL SKILL CHECKS MADE
AGAINST GUESTS OF THE
SAFEHOUSE IGNORE 1 BOTCH
- REPLENISH ALL MP WHEN
MEDITATING IN THE SAFEHOUSE
- WILLPOWER SKILL CHECKS
MADE IN THE SAFEHOUSE IGNORE
1 BOTCH
DISRUPTION
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DESTABILIZER
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CLOSE, 4 SKILL DICEEXISTENTIAL THREAT
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DENIABLE, 2 SKILL DICE
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MOUNTS
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STABLE [3]TRAINING ROOM [3]TRANSFER [2]CLOSE, 4 SKILL DICE
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- SAFELY HOUSE AND SUPPORT
THE PARTY’S MOUNTS
- BEAST KEN SKILL CHECKS
INVOLVING MOUNTS IGNORE 1
BOTCH
- ALLOWS A PLAYER TO TRAIN A
SINGLE PHYSICAL SKILL,
BANKING A SINGLE FREE REROLL
ON THAT SKILL, LASTING
UNTIL THE RE-ROLL IS USED OR
ANOTHER SKILL IS TRAINED.
- A ONE-TIME TRANSFER OF ALL
SAFEHOUSE IMPROVEMENTS FROM
ONE LOCATION TO ANOTHER
DENIABLE, 2 SKILL DICE
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CLOSE, 4 SKILL DICE
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DENIABLE, 2 SKILL DICE
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