|
Influence Points are used to gain access to specific NPC abilities and gain access to weapons, armor and magic items that are not available to the PC.
Favors, are provided by NPCS recruited into town, they can be used once the costs are paid.
Below is a running list of Favors the PCs have Access to. These favors are complete and more accurate than the pages.
ADVANCED ITEM ANALYSIS
Skill: Knowledge (arcana)
DC: 20
Use Cost: 1 ip + 5 Stress
Request Time: 1 hour
Implementation Time: 1d6 hours
Access Cost: 8 ip
This gives the character a thorough analysis of the item in question. The researchers of the college cast detect magic, identify, analyze dweomer, and legend lore on the item; these are cast at 12th level of effect
Vistran, Mynthir
ARRANGE CARGO TRANSPORT Skill: Appraise DC: 10 Use Cost: 1 stress Request Time: 1 hour Implementation Time: 24 hours or more Access Cost: 2 ip Occasionally you need to transport some large object or collection of objects. By using this favor you can get several carts with loaders and drivers to move up to 5 tons of stuff up to twenty miles by land per 1 stress point. Loading and unloading will be handled for you. If the transport occurs by sea double both the allowed weight and distance.
Tess Creed
ARRANGING A MEETING
Skill: Diplomacy
DC: 20 Use Cost: 5 stress
Request Time: 1 hour
Implementation Time: 4d12 hours
Access Cost: 3 ip
You can get a private meeting arranged via this favor. This assumes the meeting will be with
someone important, so it works on almost anyone. If the target has a negative attitude towards
you arranging the meeting is more difficult (but typically not impossible). Double the cost and
increase the DC by 5 in these circumstances.
Chin-Nein
BODYGUARDS
Skill: Sense Motive
DC: 20
Use Cost: 10 stress (S)
Request Time: 1 hour
Implementation Time: 1d6 hours
Duration: 1 week
Access Cost: 5 ip
In a place as dangerous as Golarion those with wealth need to protect it with strength. While many of the rich have their own personal bodyguards, or house guards, when traveling or attending some kind of special meeting it pays to have some extra help, in particular, help that has a bit more experience dealing with a crisis. This favor gives you three bodyguards and the cost is per week. One bodyguard remains near you at all times while the other two scout ahead and behind; they open doors for you and so on. If they end up on an adventure they expect standard shares of any treasure found.
Loskgu, Aoukar
______________________________________________________________
CAREFUL INSPECTION
Skill: Sense Motive DC: 20
Use Cost: 3 stress
Request Time: 1 hour
Implementation Time: 1 hour
Access Cost: 2 ip
You can have an expert brought out to inspect an object.
The expert has Perception bonuses at +10. More importantly the investigator
comes with special equipment, a ring of x-ray vision and a lens of detection (generating a total
search bonus of +20) and uses these in his inspection. This makes finding secret compartments
quite easy; they're particularly good at inspecting an object you don’t want to break open).
Entis
______________________________________________________________
CAREFUL INSPECTION
Skill: Sense Motive DC: 20
Use Cost: 3 stress
Request Time: 1 hour
Implementation Time: 1 hour
Access Cost: 2 ip
You can have an expert brought out to inspect an object.
The expert has Perception bonuses at +10. More importantly the investigator
comes with special equipment, a ring of x-ray vision and a lens of detection (generating a total
search bonus of +20) and uses these in his inspection. This makes finding secret compartments
quite easy; they're particularly good at inspecting an object you don’t want to break open).
Maroon
______________________________________________________________
COMMUNIQUÉ
Skill: Knowledge (arcana or psionics)
DC: 20
Use Cost: 5 stress
Request Time: 1 hour
Implementation Time: 1d6 × 10 minutes
Access Cost: 5 ip With this favor you contact some people you know and they use magic or psionics to send a
message to someone in a distant location. The target must willingly accept the communication
(most do) but by tapping into the power network you can get a message of up to 50 words sent
and receive an answer of up to fifty words in length. Typically, you contact someone who passes
the message and they may need to contact someone else to relay that message; most
communication of this sort relies on individuals with the sending spell or manifestation (and they
usually make two available for the message) but other means of communicating work as well. For
instance, this can even get a message to someone in a magic restricted area though the execution
time may be longer since the contact team needs to send a messenger of some sort to the
target.
Idania
______________________________________________________________
CONGREGATION
Skill: Knowledge (religion)
DC: 15
Use Cost: 3 stress
Request Time: 1 hour Implementation Time: 1d6 hours
Duration: 2 hours
Access Cost: 5 ip
This favor allows you to call up a congregation of 5d10 faithful adherents to your religion. They
come (willingly) and support your actions with their faith. These are simply normal lay
practitioners and mostly low level NPC classes. They may even fight for you but they’ll likely get
slaughtered. The congregation’s best use is in support of spells or rituals that require followers.
Dakashi
______________________________________________________________
DEEP EXPLORATION VEHICLE Skill: Knowledge (arcana) DC: 20 Use Cost: 5 stress Request Time: 1 hour Implementation Time: 1d6 days Access Cost: 5 ip When you need to explore the deep sea or certain unforgiving interstices one of the best devices for doing so is an apparatus of kwal. You can get access to one of these with a successful check. It typically takes 1d6 days to set up an appointment; on top of that you need to get the device delivered to wherever you’re going to use it. By making the Influence check at –5 you can get the device up and running in 1d6 hours. The organization also supplies a pilot for the vehicle. In fact, unless they have reason to trust your skills they insist on supplying a pilot. The organization supplies a bottle of air along with the Apparatus for extended operation (this allows for almost indefinite operation though other factors may reduce exploration time).
Olly
______________________________________________________________
DEEP SEA DIVING GEAR Skill: Appraise DC: 20 Use Cost: 10 stress Request Time: 1 hour Implementation Time: 1d6 hours Duration: 1 week Access Cost: 6 ip White Squall shipping engages in some underwater recovery missions, otherwise known as treasure diving, in order to supplement their income. In fact, White Squall started as ocean going treasure hunters and while the older generation can no longer take the physical strain of underwater activity their children are quite fond of it (parents stay topside guiding the missions nowadays). They have the following gear to assist in deep sea operations: 2 pearls of the sirines, 2 plate armor of the deep, 3 gloves of swimming and climbing, and 2 helms of underwater action. - Olly
DEEP SEARCH OF BUILDING
Skill: Sense Motive
DC: 20
Use Cost: 8 stress
Request Time: 1d6 hours
Implementation Time: 1 hour
Access Cost: 8 ip
This allows you to not only search a residence or business building but also break open stuff in
the process. Add 15 to the victim’s best core influence bonus to determine the difficulty of this
favor, or use the base DC, whichever is higher. You have 72 hours of authority for this search.
Kain
______________________________________________________________
DETAIN INDIVIDUAL
Skill: Sense Motive
DC: 20
Use Cost: 3 stress
Request Time: 1 hour
Implementation Time: 1d4 hours
Access Cost: 2 ip
In cities and kingdoms there’s typically an organization with the authority to detain people. In the
Goralon the restrictions on detaining a person are pretty relaxed, so long as the person has
no influence. The DC of this favor is equal to the highest Influence bonus of the target plus 10, or
the base difficulty class, whichever is higher. A detained target may make one check to get out
after an hour, then one check each subsequent day. The difficulty class for these Influence
checks is 20 if using Sense Motive or 25 if using one of the other core influence skills.
Kain
______________________________________________________________
DIVINE LOCKDOWN
Skill: Knowledge (religion)DC: 25
Use Cost: 10 stress
Request Time: 1 hour
Implementation Time: 1d6 hours
Duration: 2 hours
Access Cost: 8 ip
This favor allows you to call in a team of clerics to secure a building or other site. This group
surrounds the target location and brings enough holy water to create a complete barrier around
the area. They then stand side by side so as to completely surround the building; each has a
magic circle of protection against evil active and each is fully prepared to turn undead. Monitors
call these teams in when they’ve singled out a creature lair and want to make sure that nothing
escapes. A sufficient number of clerics of 5th level from the surrounding region come in to provide
the services.
Dakashi
______________________________________________________________
ENTERTAINMENT
Skill: Diplomacy
DC: 15
Use Cost: 4 stress
Request Time: 1 hour
Implementation Time: short
Access Cost: 2 ip
Will set up an evening in your honor for up to 50 guests. The guests will be entertained by a play
of her choice. The effects of the play can convey a message of your choice. This will help
diplomacy checks with these individuals for 24 hours at +4.
Idania
______________________________________________________________
EXTRACTION TEAM
Skill: Sense Motive
DC: 20Use Cost: 7 ip
Request Time: 1 hour
Implementation Time: 1d6 days
Access Cost: 10 ip
Kidnappings are unfortunately common in the Golarion. Moreover, to deal with them you need
more than just the city guard; you need more than an army. What you need are highly trained
intrusion agents who can get in without alerting the targets to the fact that they’re going to lose
both their meal-ticket, and last line of defense. Doyle still has contacts in his organizatoin, given its small size but high
talent, has taken to specializing in this sort of favor. They don’t guarantee success, but they don’t
charge for failure either; moreover, they have a rather high success rate (over 75%). Their costs
can be exorbitant, depending on the specifics of the mission.
Doyle
______________________________________________________________
FEY GLADE Skill: Survival DC: 20 Use Cost: 3 ip Request Time: 1 hour Implementation Time: 1d6 nights Access Cost: 15 ipFey glades appear intermittently in virgin wild lands. They are always circles, though slightly off in some way, as if the universe couldn’t quite get a circle right. They can form in the midst of a forest as the trees slowly bend away from the center, or on a desolate moor as a depression in the thickened vegetation, or even in a dune sea where the wind has somehow blown a circular pattern in the sand. These are called Fey Glades because that is the name the elves chose for them. The glades appear during the evening, forming as the moon rises, then disappear by morning with the setting of the moon. An intelligent creature that waits in the glade and can clear their mind completely, for even a moment, experiences an epiphany. How this happens and the nature of the epiphany vary from individual to individual. There’s some kind of significant inner journey but no one ever remembers anything about the journey beyond vague images, whispered words, and glimmers of emotion. They collapse upon experiencing the moment and recover in the morning. With this favor you can arrange for escort to a Fey Glade. The location varies but typically you can get to a glade within 1d6 nights (Fey Glades only appear at night). In order to experience an epiphany you must wait in the center of the glade under moonlight and successfully lose all sense of your self. To do this you must succeed at a Wisdom check (DC 15). You get to make one check per hour and the moonlight lasts for 2d6 hours. You can know in advance how long the moonlight will last if you make a Survival check (DC 15) or bother to look in an almanac. If your Wisdom check succeeds you experience the moment and pass out. You can then choose to “re-arrange” your character. What this means is you can swap around your feats, skills, advancement stat bonuses, and levels as you see fit. A sorcerer could re-allocate their known spells. You could fully change what classes you have acquired. Your equipment remains the same, and any abilities not applicable under their new configuration are lost (for example, a wizard that loses all wizard levels also loses any spells he learned, even those he spent money to learn). You cannot switch your attributes, but you may do so for attribute bonuses acquired during level advancement. Warden characters get access to a pool of power equal to the influence and xp they spent on Bindings. This pool can be re-allocated but if not used is lost. Only one character per evening may use the circle; this is the first character to succeed at the check; if multiple characters succeed in the same hour the one who rolls highest succeeds. If two or more charactersare still tied have Wisdom roll-offs until you determine a winner. You tend to have some slightly different memories after this experience. You also gain a circular scar or tattoo with a faint pattern in the middle. Repeated uses of a Fey Glade darkens the pattern within the circle and make it more complex. Both the modifications to the character, and the location and form of the tattoo or scar are up to the player running the character; it’s worthwhile to note that the player is operating in author mode here to an extent. The character has only a vague idea of what will happen to him (but there is some link between the desires of the character and the change experienced). Minor modifications to the character’s memory are under the control of the gamemaster. How the glade works and what it actually does is the subject of endless speculation; I imagine some gamemasters already have evil thoughts. Some possibilities are: A) a spiritual journey allows the character to drastically re-evaluate their life, provoking such change that they take off in an entirely new direction. B) the character relives their entire life, making the choices they always wondered about; they emerge as the person they would have been. C) The character’s mind is replaced with the mind of his “brother” existing in a slightly different parallel world. D) the character is possessed by a demon, Roa, interstitial entity, or such. As a player you should recognize that using a glade gives your gamemaster a license to mess with you depending on her interpretation of how glades work.
Tes Creed
FIELD EXERCISE
Skill: Knowledge (tactics)
DC: 15
Use Cost: 5 stress (S)
Request Time: 1 hour
Implementation Time: 1d6 days Duration: 2 weeks
Access Cost: 4 ip
You can get a military organization to re–locate one of its field exercises. While they won’t fight
for you their presence can be quite effective at stabilizing a region (since they move aggressively
to defend themselves). Typically a company sized unit (about 40 troops) goes on a field
exercise.
Cecil
______________________________________________________________
FIELD EXERCISE
Skill: Knowledge (tactics)
DC: 15
Use Cost: 5 stress (S)
Request Time: 1 hour
Implementation Time: 1d6 days
Duration: 2 weeks
Access Cost: 4 ip
You can get an hellknight squad to relocate one of its field exercises. While they won’t fight for
you their presence can be quite effective at stabilizing a region (since they move aggressively to
defend themselves). Typically a company sized unit (about 160 troops) goes on a field exercise.
Entis
______________________________________________________________
FIGHTER RETRAINING Skill: Knowledge (tactics) DC: 15 Use Cost: 1 ip Request Time: 1 hourImplementation Time: 1 week per feat Access Cost: 10 ip Soldiers often need to go back to training in order to match themselves better to a new job or position. With this favor you can retrain your fighter feats. What this means is that you effectively trade in any fighter feats you’ve currently taken for alternate fighter feats. For each feat “traded” you must spend one week retraining. You must still satisfy the pre-requisites of any feats you possess in order to gain the benefit of those feats. For example, if you have the Power Attack and Cleave feats and trade Power Attack for Dodge you may no longer use the Cleave feat. Thus, when retraining, make sure not to dangle your feats.
Aoukar
Gadget
Skill: Knowledge Engineering DC: 10
Use Cost: 1 stress per level of gadget (level 0 gadgets counted as 1)
Request Time: 1 hour
Implementation Time: 1 hour per level of gadget
Access Cost: 4 ip
Will create a gadget of up to half of the PCs level for them. PCs may choose from a list of
gadgets and Cid will build it for them. Each Gadget has 5 charges on them.
Cid
______________________________________________________________
THE HELLFIRE CLUB MIRROR Skill: Diplomacy DC: 25 Use Cost: 10 stress Request Time: 1d6 hours Implementation Time: 1d6 hours Duration: 2 hours Access Cost: 50 ip While the Hellfire Club is somewhat lacking in raw talent, it makes up for that in wealth, resources, and pull. Rich people like to be able to play with the nice toys, but they need toys that do all the work for them. Thus something that provides scrying, answers questions, and provides transport is a natural fit. A mirror of mental prowess does exactly this and some time ago they funded a number of missions to retrieve such a mirror. Many of these missions ended in failure but finally they got what they wanted and the Hellfire Mirror occupies a place of prominence in the club (albeit, the access is heavily restricted). This favor allows one to use the mirror for a period of two hours, more extended periods of use can be arranged (particularly for travel purposes) by taking 5 additional stress for each additional 4 hours of use. At a cost of 2 ip one can also make use of the question asking feature of the mirror, though there’s a 30% chance that the mirror has already been tasked for that for the week. A number of members of the club have developed some talent in Scrying for use with the mirror; mostly these are the high ranking members who get to use it more often.
Tes Creed
HOME DELIVERY Skill: Gather Information DC: 15 Use Cost: 2 stress (S) Request Time: 1 hour Implementation Time: 1d6 hours Duration: 1 week Access Cost: 4 ip Occasionally it’s not such a good idea to be seen in public. With this favor you can arrange to have someone do your shopping for you and return the items to a location of your choosing (within the city). This can be to almost any location, not just a regular residence. It’s expected that you’ll be laying low in a pretty seedy area when this favor is used.
Steve, Heele
IMPERIAL SCOUTING MAPS
Skill: Knowledge (geography)
DC: 15
Use Cost: 2 stress
Request Time: 1 hour
Implementation Time: 1d6 days
Access Cost: 4 ip
Ka'lena's traavels has given her access to detailed maps of the region. She is able to get them for you. Choose a region, and you will be able to receive a report of key NPCs in the region, indegiounous life and other facts about the land including a map.
K'alena
KEEPUM COMMING Skill: Appraise DC: 15 Use Cost: 15 stress Request Time: 1 hour Implementation Time: 10 minutes Access Cost: 10 ip If you have a location, will bring lots of liquor to keep a crowd of people happy all night. This is the equivalent of a calm emotions spell for any gathering.
Heele
______________________________________________________________
Keep Safe
Skill: Sense Motive DC: 20 Use Cost: 3 stress Request Time: 1 hour
Implementation Time: 1d4 hours Access Cost: 2 ip
Place any item in the warehouse and it will get special attention. Guards will guard the item for 24 ours, incorporating secret passwords and moving it frequently to keep it safe.
LOSGUN
LOCKDOWN
Skill: Sense Motive
DC: 25
Use Cost: 2 ip + 20 stress (S)
Request Time: 1d6 hours
Implementation Time: 24 hours
Duration: 1d6 weeks
Access Cost: 50 ip
When crime gets out of hand the city guard will call for a lockdown. During
a lockdown the guard blockades off a portion of the city and controls all access to the region.
During this time they will move methodically through the area checking papers and trying to clean
up any criminal establishments they see. Gambling dens, rackets, drug hideouts, and brothels
(depending on the laws of the city) will be shutdown, typically only to pop up somewhere else. All
criminal businesses within the lockdown area are destroyed.
Cecil, Loskgun, aoukar
______________________________________________________________
MAGICAL LIBRARY II
Skill: Knowledge (arcana)
DC: 20
Use Cost: 2 ip
Request Time: 1d6 hours
Implementation Time: 1d6 days
Duration: 10 years
Access Cost:10 ip
All spells from the PHB of up to third level are present and there’s a 10% chance that spells from other supplements are present. Spells from 4th through 6th level have a 60% chance of being present if they’re from the PHB and 5% chance otherwise. The library provides a +2 equipment bonus on Research checks.
Mynthir
MARTIAL LAW
Skill: Bluff
DC: 25
Use Cost: 10 ip + 20 stress (S)
Request Time: 2d6 hours
Implementation Time: 3d12 hours
Duration: 1d6 weeks
Access Cost: 100 ip
An entire city can be placed under martial law through this favor. While under martial law private
citizens may not carry weapons or wear armor unless they have special permission. Also, the
militia occupies the streets and performs random spot checks on citizens, asking for papers and
so forth. Since most people actually lack these in the Golarion what ends up happening is that
those with foreign sounding accents or looks typically end up being taken somewhere for
questioning regarding their business in the city. Local governments also take this opportunity to
deport undesirables such as beggars and the sick. Deportation involves putting the people in
some carts and carrying them off somewhere in the countryside then letting them fend for
themselves or putting them on ships bound for elsewhere.
Cecil
______________________________________________________________
MATCHMAKING Skill: Diplomacy DC: 20 Use Cost: 10 stress Request Time: 1d6 hours Implementation Time: 1d100 days Access Cost: 10 ip The social elite love doing this, but only for those they respect. This favor allows you to request that the machinery go into operation and find you or someone else an appropriate partner at random or of your choice. The people involved in this favor know what they’re doing so frequently they make better choices than the individuals would themselves. The person will return to you hopefuly in love with you from what he/she has heard.
Heele
MEDICAL TREATMENT Skill: HEAL DC: 5 Use Cost: 15 stress Request Time: 1 hour Implementation Time: 1 HOUR TO 1 DAY Access Cost: 10 ip AUTOMATICALLY HEALS ANY DISEASE, POISON, ABILITY DAMAGE AS WELL AS RESTORES ANY LOSS HP PER PERSON. THIS CAN ALSO BE USED TO ATTEMPT TO CURE EXOTIC DISEASES
Hu-Sing
OFFICIAL INTERROGATION
Skill: Sense Motive
DC: 20
Use Cost: 5 stress
Request Time: 1 hour
Implementation Time: 1d6 hours
Access Cost: 5 ip If an individual is already detained you can get them interrogated as well. With
this favor you can actually be present (perhaps behind a screen of some sort) to direct the interrogation if you wish or you may simply give the interrogator a list of questions to ask. The interrogator is fairly good (a +10 bonus).
Kain
______________________________________________________________
ORB OF STORMS
Skill: Bluff
DC: 25 Use Cost: 10 stress
Request Time: 1 hour
Implementation Time: 2d6 hours
Duration: 3 days
Access Cost: 10 ip
A simple solution (that doesn’t rely on unruly spell casters) is to secure an Orb of Storms;
moreover this provides some defense against invading armies and an even better defense
against invading navies. While in the city it’s quite difficult to make use of the Orb since the city
government doesn’t want people messing around with Senji's weather. However, the Orb is
mobile and the master of the Orb can be talked into using it elsewhere (in fact, he typically moves
around fairly frequently to help farmers in outlying areas). Hal does use the orb when crops are in dire need.
Hal
______________________________________________________________
PARTY INVITATION
Skill: Diplomacy
DC: 20
Use Cost: 2 stress
Request Time: 1 hour
Implementation Time: short
Access Cost: 2 ip
Getting invited to the fancy parties gives you access to the ear of important people. It’s also a
status symbol getting into these parties. Use of this favor gets you an official invitation to pretty
much any of the parties in the land. Idania has connections everywhere.
Idania
______________________________________________________________
PIRATE HUNTERS Skill: Appraise DC: 25 Use Cost: 2 ip + 10 stress (S) Request Time: 2d6 hours Implementation Time: 1d6 days Duration: 1 month Access Cost: 10 ip Pirate Hunters themselves are a motley lot, many no better than the people they hunt but some in it for the combination of adventure and apparent good they can do. Pirate Hunters are typically quite hardy and captain fast, well-armed, and well-trained ships. They often have a couple ships under their command at a time. With this favor you can get one of these hunters tasked to you for about one month. They’re quite happy to take a commission to go after a particular pirate, smuggler, or den of thieves holed up on an island.
Riku
PSYCHIC ANALYSIS
Skill: Knowledge (psionics)
DC: 10
Use Cost: 3 stress
Request Time: 1 hour
Implementation Time: 1d4 hours
Access Cost: 1 ip
This gives the character a basic analysis of the item in question. This includes use of the psionic manifestations identify and object reading; these are manifested at 3rd level of effect.
Vistrana
QUICK INSPECTION
Skill: Sense Motive
DC: 15
Use Cost: 3 stress
Request Time: 1d6 × 10 minutes
Implementation Time: 2 hours Access Cost: 3 ip
This calls in a team of lesser field agents to work a site. The team casts these arcane spells:
detect poison, detect magic, detect secret doors, see invisibility. It also casts all four detect
alignment spells (law, chaos, good, and evil) to see if there are any lingering traces. The team
collects all evidence they can find (search +10, take 20), then analyzes the evidence using the
magic at their disposal as well as alchemical methods.
Maroon, Entis
______________________________________________________________
Recharge
Skill: Knowledge Engineering
DC: 10
Use Cost: (1/2 stress per level of gadget (level 0 gadgets counted as 1)
Request Time: 1 hour
Implementation Time: 1 hour per level of gadget
Access Cost: 4 ip
Will Add another 5 charges to a gadget.
Cid
______________________________________________________________
Read Fortune
Skill: Sense Motive
DC: 10
Use Cost: 1 stress
Request Time: immediately
Implementation Time: 1 minute
Access Cost: 1 ip
Will Read the fortune of the party. This effect allows the party to receive a Harrow reading which may grant positive benefits for their upcoming adventure
Vistrana
RITUAL CLEANSING
Skill: Knowledge (religion)
DC: 20
Use Cost: 1 ip + 5 stress
Request Time: 1 hour
Implementation Time: 1d6 days
Access Cost: 10 ip This favor calls in a team of priests to go over a location in detail and eliminate all trace of demonic, necromantic and evil influence. This involves first systematically dispelling every part of the place, then thoroughly dousing the area in holy water, then the casting of a consecrate spell over every bit of the location, followed up by a hallow spell; no additional spell effects are added to the hallow spell.
Dakashi
______________________________________________________________
ROOM AND BOARD
Skill: Appraise
DC: 15
Use Cost: 10 STRESS AND 10 GP
Request Time: 1 hour
Implementation Time: 2d6 days
Access Cost: 10 ip
Kalena has a lot of pull in a lot of places, especially inns and taverns. REGARDLESS OF THE CIRCUMSTANCES THE INN OWNER MUST PROVIDE ROOM AND
BOARD FOR ONE WEEK FOR YOU AND 7 OTHERS. If not you will have to pay normal fair as usual.
K'alena
SCRYING CIRCLE
Skill: Sense Motive
DC: 25
Use Cost: 15 stress
Request Time: 1 hour
Implementation Time: 1 hour
Duration: 1 day
Access Cost: 10 ip
This is one of the most potent surveillance favors. A circle of wizards, sorcerers, and/or druids will keep an area under constant watch via scrying methods (crystal balls, scrying spells, etc.) They record both visual and auditory information in the target area. Alternately, they can target an individual and track their movements and actions constantly. Assume they have a Scrying check of +12 and allow one check by the target per day to detect the scrying. Naturally, some people may be able to circumvent this favor. Extending the surveillance costs less, add 5 stress for each additional day of surveillance.
Mynthir
______________________________________________________________
SEAL OF FAVOR
Skill: Diplomacy
DC: 20
Use Cost: 1 ip + 5 stress
Request Time: 1d6 hours
Implementation Time: 1 hour
Duration: 3 months Access Cost: 5 ip
A special seal that will help travel arrangments abroad. It is an amazing forgery that says you are
an emmisary from Nidal, Monthule or Nirmathas. This will help them to find lodging (of the best
sort of course) on a long trip and give them an opportunity to meet people they otherwise could
not. The group will gain a one degree attitude shift in their favor when dealing with government
and high society characters. A seal lasts for about three months.
Chin-Nein
SECRET PASSAGE Skill: Appraise DC: 20 Use Cost: 5 stress Request Time: 1 hour Implementation Time: 1d12 hours Access Cost: 5 ip With this favor you can arrange secret passage. The best method is secret passage on a ship; you’ll travel either in the cargo hold or (for true smuggler ships) a secret compartment. Secret passage can also be arranged over land; in these cases you’ll likely travel in a secret compartment in a wagon. The cost is for a trip of up to 500 miles by land or 1000 miles by boat. The implementation time represents the time before you commence the trip; completing the trip takes the normal time for a trip of its length.
Riku
______________________________________________________________
SEWER TRANSIT
Skill: Gather Information
DC: 20
Use Cost: 3 stress
Request Time: 1 hour
Implementation Time: travel time
Access Cost: 3 ip
Some organizations have particularly good knowledge of the arcane network of tunnels beneath
a city. With this favor you can get a guide to take you through the tunnels to a location of your
choosing, including into or out of the city. This can also grant access to some locations (i.e.
basements of buildings) within the city. However, most buildings of any importance are secured
from this route. Nonetheless, the sewers go under pretty much everything and while you might
not have immediate access to a building you can get within 20 feet (albeit, twenty feet of stone) of
any building in the city. Use of this favor also eliminates any chance of encountering Ticon during
the trip unless you’re specifically going to one of his lairs or caches. Even if there are no sewers, this will alloww access to a series of tunnels and caverns that are built near villages
Doyle
______________________________________________________________
SHADY CONSTRUCTION
Skill: Appraise
DC: 15
Use Cost: 3 ip
Request Time: 1 hour
Implementation Time: according to construction
Access Cost: 25 ip
Smugglers, underworld bosses, sorcerers, and the eccentric rich all like to have their homes and
vehicles thoroughly packed with a variety of hiding places and secret passages. With this favor
you can get the people who make these places make one for you. This means you can have a
ship made with secret smuggling compartments or a home made with secret doors, passages,
and even some traps. Add the cost of this request to the cost of the construction. You may also
do this for an existing building; increase the cost to 4 ip.
Maroon
______________________________________________________________
PASSING THE WORD
Skill: Gather Information
DC: 20
Use Cost: 5 stress
Request Time: 1 hour
Implementation Time: 1d6 hours
Access Cost: 4 ip
This favor allows the character to use his underworld contacts to assist in a Gather Information check. There are two ways this can be implemented. The character can either have their criminal contacts do the work or use their contacts to assist their own Gather Information check. In the second case they get a +4 circumstance bonus to one check and a +2 circumstance bonus to four checks.
K'alena
______________________________________________________________
WE’LL PASS IT OFF AS TOILET SEATS
Skill: Knowledge (business or civics)
DC: 25
Use Cost: 10 stress
Access Cost: 50 ip
When you work for the government you can find all kinds of ways to hide expenses. This allows
you to defray the cost of another request by hiding the expense in amongst a number of other
bills. Reduce the ip cost of a favor (but not resource request) by 1 when you use this favor. You
may use this multiple times on the same favor request, possibly eliminating the influence cost of a
favor request. However, you suffer standard penalties for accumulated stress when doing so. It’s
up to you whether or not you wish to check and pay the stress costs for We’ll Pass it Off before or
after you make the check for the primary activity. If the primary activity only has an ip cost it’s
typically more efficient to make that check then begin the funny bookkeeping. To determine the success of the criminal contacts treat it as 1 gather Information check with a +15 bonus, 2 Gather Information checks with a +10 bonus, and 4 Gather Information checks with a +5 bonus.
Chin-Nein
|