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Urban Warlock Quest Feats and Mechanics

Jul 28th, 2016
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  1. Urban Warlock Quest
  2.  
  3. Mundane Feats and Basic Mechanics.
  4.  
  5. Dice Roll: The roll is best of three, lower-is-better 1d00. The stats represent 10% chance per point, so a standard Agility 4 check would mean rolling under 40 in the first three rolls.
  6.  
  7. You gain spells by sealing deals in favor of the faerie courts, and improve your stats by spending time and money in game, or between threads.
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  9. Relationships with normal NPCs are divided in six brackets- Enemy, Cautious, Neutral, Co-Operative, Friendly, Trusted. With corporations, gangs, teams and other groups they are divided in three brackets- Wanted, Ignored, Allied. Your relationship with your pact faction and some special NPCs will be further divided.
  10.  
  11. Feats: These are some of the mundane feats that you will be able to unlock by fulfilling certain requirements in game. You automatically gain these feats once the requirements are completed.
  12.  
  13. Athlete:
  14. Requirement: Use mundane training to raise you Strength stat by at least three points.
  15. Feat: When using brute strength to lift, push, break, or otherwise exert it on the environment, the roll becomes a best of five, instead of a best of three.
  16.  
  17. Boss:
  18. Requirement: You are the unquestioned leader of a group of at least five people, excluding your pact partner.
  19. Feat: You are recognized as the leader of a gang in the magical underground, and you gain new problems and perks befitting your station. Furthermore, you may order your underlings to go do missions in your stead, gaining you prestige and money.
  20.  
  21. Cocky:
  22. Requirements: Complete five dangerous missions, while succeeding at your goal and without any of your companions dying or getting seriously injured.
  23. Feat: You know that you are the best at what you do, the best there was and the best there ever will be. You are certain that there is always a way out, and when rolling intellect for tactics or a combat roll in seemingly hopeless circumstances you get a +1 stat bonus to your rolls instead of taking a penalty. Your confidence also inspires your allies, allowing one of them to avoid or otherwise survive a situation that should have killed them once per thread.
  24.  
  25. Day Job: Requirements: You are employed in a legitimate establishment of any description. Feat: You have achieved gainful employment with all of the advantages it comes with. You make regular income dependent on your position. Furthermore, you may confuse people hunting you with a legitimate second identity.
  26.  
  27. Dodgy:
  28. Requirement: You have escaped, talked your way out of, or run away from at least five kidnappings, torture sessions, climactic battles, or similarly dangerous situations.
  29. Feat: In combat, if you choose to run away, you gain a +5 bonus to your agility stat (to a maximum of 9.9). Furthermore, instead of taking an offensive action, you can instead choose to cover, dodge, and avoid attacks by rolling a basic agility check, success at which allows you to avoid taking any damage for this action and the next one.
  30.  
  31. Flashy:
  32. Requirements: You have used shock and awe successfully in three situations where subtlety would be the first instinct of most people, such as burglaries, information gathering missions, assassinations and similar.
  33. Feat: You have learned to use surprise to your advantage. If you initiate combat or unexpected negotiations, the opposition does not get the chance to respond to your first action
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  35. Friends with The Monster:
  36. Requirements: Your relationship with your pact partner is Trusted. You lose this feat if the relationship worsens.
  37. Feat: You have made best out of having a monstrous enemy of all mankind being bound to you, and have befriended your pact companion. When in a combat situation, or any other dangerous situation where their help would be beneficial, your pact companion will aid you without demanding anything in return.
  38.  
  39. Grudging Co-Operation:
  40. Requirements: Your relationship with you pact partner is Enemy. You lose this feat if the relationship improves.
  41. Feat: You resent and hate the creature bound to you. You have learned to not rely on your pact companion aiding you, and so you know you must have a fallback plan should it ever betray you. You improve all stats twice as quickly.
  42.  
  43. Gun Nut:
  44. Requirement: You have used fire-arms in a combat situation at least five times, and you own at least five different guns.
  45. Feat: You always have a concealed fire-arm on your person, and when not threatened in combat, you always hit a stationary target, and gain a +1 bonus to hit moving targets.
  46.  
  47. Hedonist:
  48. Requirement: You have let yourself go by overeating, drinking too much and/or doing drugs to the point where one of your stats has been permanently damaged.
  49. Feat: You can stay coherent while abusing any non-magical substance, and only start taking penalties when taking magical substances, or great quantities of non-magical ones. Furthermore, your relationship with anyone that likes to indulge themselves is improved by one bracket, so long as your reputation gets out.
  50.  
  51. Hero:
  52. You have stepped in the way of danger to save some strangers life at least three times.
  53. Feat: Your heroic acts grant you the envy and enmity of the truly profane, and your relationship with all of those that are truly Evil is reduced by one bracket. On the other hand, the magical authorities and the more merciful denizens of the Underworld are more likely to think twice before attacking you, increasing your relationships with them by one bracket. It should be noted that without this feat, it is very unlikely that you will be able to negotiate with any magical authorities.
  54.  
  55. High Roller:
  56. Requirement: Win or Lose $10 000 gambling.
  57. Feat: You are recognized in any gambling establishment, and receive a +2 bonus to all Charm rolls. Furthermore, you may ask for several kinds of freebies and have a much better chance to get them than others. Finally, if you succeed and roll doubles, the result counts as a critical success, and if you fail and roll doubles, the failure is somehow mitigated.
  58.  
  59. Homeless:
  60. Requirements: You have no permanent lodging and less than a $100 for more than a month. You lose this feat if you get a permanent roof over your head, or if your income exceeds $1000 a month
  61. Feat: Homelessness sucks, but it has its advantages. In an urban environment you are essentially invisible unless someone knows exactly who to look for. Furthermore, you can make allies among the homeless, potentially creating a rather impressive spy network.
  62.  
  63. Infiltrator:
  64. Requirements: You have eavesdropped vital information, stolen something worth over $2000 without being noticed, or sneaked through enemy territory without being noticed.
  65. Feat: When using agility to move silently, and when using charm to disguise or deceive, you gain a +1 to the roll. You are developing a reputation for professionalism and might gain opportunities for infiltration work with rewards of its own.
  66.  
  67. Jaded:
  68. Requirements: Lose an ally during a mission at least twice.
  69. Feat: Your experiences have shown that the world is a cruel place, and that bad things happen to good people and that there is nothing you can do about it. Natural carnage, depravity or sorrow no longer has any chance of impacting your sanity, and you are much more difficult to bribe or con, as you are always looking for a catch in any good thing that comes your way.
  70.  
  71. Loner:
  72. Requirement: You have not made any allies aside from your pact companion by the fifth thread. You lose this feat if you make any allies.
  73. Feat: You are used to always being outnumbered and never relying on anyone else, and as such, instead of a penalty, you gain a +1 stat bonus to your combat rolls. Furthermore, avoiding human companionship improves your reliance to your pact partner, which they appreciate, improving your relationship with them by one bracket. If you still have the Loner feat by the tenth thread you gain a free pact spell every five threads starting with the tenth.
  74.  
  75. Lunatic:
  76. Requirement: Through your study of Things Man Was Not Meant To Know, abuse of substances, or prolonged contact with Eldritch beings you have lost some of your marbles.
  77. Feat: You see the world differently from everyone else, and as such many actions might get a random +/- 1 bonus. You find it easier to befriend others that do not see the world in quite a sane way, and to intimidate those that fear madness.
  78.  
  79. Mage:
  80. Requirement: You have found a teacher skilled in the magical arts, or decoded a book of magic.
  81. Feat: You can raise your Magic stat just like every other stat- by expending time and resources. Increasing the Magic stat will allow you to learn spells other than the spells provided by your pact.
  82.  
  83. Mage Hunter:
  84. Requirement: You have defeated a professional and fully taught wizard in combat, or killed one in some other way.
  85. Feat: You have developed some resistance to the magical arts, granting you a +1 Willpower bonus when resisting magic. As you defeat more magic users, you gain a greater understanding of their tools of the trade and may use their magical items.
  86.  
  87. Murderer:
  88. Requirement: You have willingly killed a person to advance your personal goals (or for no good reason at all), when it was not in self-defense.
  89. Feat: In combat you do not hesitate do go for the killing blow, and if both you and your opponent succeed at the combat roll, you deal a blow before they have a chance to respond in kind, potentially killing them before you get hurt. Such a killing also stains your soul, and people that can notice that kind of thing are likely to react with respect, fear, or hostility.
  90.  
  91. Negotiator:
  92. Requirement: You have improved three personal relationships from Enemy to Trusted, or two group attitudes from Hostile to Ally.
  93. Feat: A well-made argument and a successful charm roll lets you convince an enemy to work with you, so long as you have a common goal, or a common enemy. When using charm to improve relationships, a successful roll will improve the relationship by two brackets, rather than one.
  94.  
  95. Repulsive:
  96. Requirements: You have been disfigured, become morbidly obese, developed a noticeable skin disease, or have become otherwise repulsive.
  97. Feat: When trying to charm or seduce, you suffer a -2 penalty for your interactions. On the other hand, however, when you are in a situation where you are trying to convince someone to not be in the same space with you, you gain a +2 bonus to your charm check. Some denizens of the darker side of the supernatural underground might especially appreciate your disgusting features.
  98.  
  99. Resolute:
  100. Requirement: You have been knocked out, tortured, or survived a serious injury at least five times.
  101. Feat: when rolling to resist torture, you gain a +2 bonus to your willpower, and when an injury should leave you incapacitated you can still carry out an additional action, at the risk of worsening the damage you’ve taken.
  102.  
  103. Smart-Ass:
  104. Requirement: You have worsened your relationship with a being or person more powerful than you from Co-Operative or higher to Enemy.
  105. Feat: In combat, and in tense social situations you can roll charm to infuriate and distract a target by making a smart-ass remark, potentially giving you an opening, or embarrassing your target.
  106.  
  107. Stylish:
  108. Requirements: You have spent at least $5000 on clothes, coiffure, beauty treatments and other expenditures related to improving your appearance.
  109. Feat: When in high or trendy society, you are always welcome everywhere, but the places with the strictest face-control. When interacting with people who appreciate such things, you gain a +1 charm bonus, +2 with those attracted to you.
  110.  
  111. Rookie/Regular/Veteran/Long-Timer/Master:
  112. Requirements: Complete continuous arcs of the quest.
  113. Feat: Gain a free 0.1-1.0 (decided by a 1d10 roll) points in a stat of your choice. This can be magic only if you already have any training in magic before the completion.
  114.  
  115. Wealthy:
  116. Requirements: You have $100 000 in liquid assets, or $2 000 000 in investments.
  117. Feat: You are a wealthy, wealthy man. Most bribes, purchases and services have a negligible cost relative to your income, and so expenses under $1000 are not tracked any longer. Furthermore, you might gain bonuses to charm checks in certain circumstances.
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