Senji Bulletin

Justice: 72
Welfare:
173
Entertainment:
120
Culture:
35
Wealth:
155
Morality:
Good
Fame:
53
Population:
1300
IP:
47 Good/ 29 Evil
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Mynthir
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Favors
Table Rules
Written by Administrator   
Tuesday, 07 October 2008 14:49

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

 

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

Last Updated on Friday, 02 October 2009 15:34
 
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