Preadventures - Good Stuff
1 Point Adventures
- Attractive: The character has "bloomed"
and is now considered to be attractive. This
is a basic condition. This applies a pip
to the condition.
- Bravery: The character has acquired the basic
condition Bravery. This allows the character
to resist the effects of fear. This applies
a pip to the condition.
- Fame: The character is known for some activity.
This is a basic condition. This applies a
pip to the condition.
- Family Heirloom: a valuable object, weapon,
or tool handed down by the family of the
character. This item is worth 1d100 coins.
- Money: d100 coins.
- Strong-willed: The character has a very strong
sense of self. This is a basic condition.
This applies a pip to the condition.
- Travel to Adjacent Place: the character takes
up residence in a place near their current
location.
- Valorous: The character has strength of mind
and purpose to meet danger. This is a basic
condition. This applies a pip to the condition.
- Gain 1 HP to raise or learn skills.
2 Point Adventures
- Attractive: +2 pips.
- Bravery: +2 pips.
- Charismatic: There is just something about
the character that others like. This is a
difficult condition. This applies one pip
to the condition.
- Charming: The character can put people at
their ease. This is a difficult condition.
This applies one pip to the condition.
- Fame: +2 pips.
- Family Heirloom: a valuable object, weapon,
or tool handed down by the family of the
character. This item is worth 2d100 coins.
- Influence: The character has become influential
in some specific environment (politics, military,
scholarship, etc.) The opinions and requests
of the character are considered strongly.
This is a difficult condition. This applies
one pip to the condition.
- Love Interest: The character has fallen in
love with someone involved with the adventure.
- Money: 2d100 coins.
- Respected: This is a condition that allows
others to react favorably to your character.
This is a difficult condition. This applies
a pip to the condition.
- Strong-willed: +2 pips.
- Travel to Adjacent Region: the character
takes up residence in a region adjacent to
their current location.
- Valorous: +2 pips.
- Gain 2 HP to raise or learn skills.
- Any two one point adventure items.
3 Point Adventures
- Attractive: +3 pips.
- Bravery: +3 pips.
- Fame: +3 pips.
- Family Heirloom: a valuable object, weapon,
or tool handed down by the family of the
character. This item is worth 4d100 coins.
- Landed: The character is an owner of land.
- Marriage: The character has married another
character.
- Money: 4d100 coins.
- Status: This is a condition that allows your
character to have authority locally. This
is an extreme condition. This applies a pip
to the condition.
- Strong-willed: +3 pips
- Travel to Adjacent Nation: the character
takes up residence in a nation adjacent to
their current location.
- Valorous: +3 pips
- Valuable Item: the character has received
an object of great value, up to 4d100 coins.
- Gain 3 HP to raise or learn skills.
- Any combination of lesser point items leading
up to three.
4 Point Adventures
- Attractive: +4 pips.
- Bravery: +4 pips.
- Charismatic: +2 pips.
- Charming: +2 pips.
- Fame: +4 pips.
- Family Heirloom: a valuable object, weapon,
or tool handed down by the family of the
character. This item is worth 8d100 coins.
It may be a lesser magic item or a psychic
item.
- Influence: +2 pips.
- Limited Magic Item: The character has received
some limited magic item. Consult Power Building
for details on the development of limited
magic items.
- Money: 8d100 coins.
- Psychic Power Item: The character has received
some item of psychic power. Consult Power
Building for details.
- Respected: +2 pips.
- Strong-willed: +4 pips.
- Valorous: +4 pips.
- Gain 4 HP to raise or learn skills.
- Any combination of lesser point items leading
up to four.
5 Point Adventures
- Attractive: +5 pips.
- Bravery: +5 pips.
- Commendation: The actions of the character
have been recognized by those in authority,
and a commendation or other award has been
issued.
- Fame: +5 pips.
- Family Heirloom: a valuable object, weapon,
or tool handed down by the family of the
character. This item is a magic item.
- Magic Item: The character has received some
magical item. Consult Power Building for
details on the development of a magical item.
- Political Favor: the character has earned
the right to ask one thing of a person in
power.
- Strong-willed: +5 pips.
- Valorous: +5 pips.
- Gain 5 HP to raise or learn skills.
- Any combination of lesser point items leading
up to five.
6 Point Adventures
- Attractive: +6 pips.
- Bravery: +2 pips.
- Charismatic: +3 pips.
- Charming: +3 pips.
- Fame: +6 pips.
- Family Heirloom: A valuable object, weapon,
or tool handed down by the family of the
character. This is a high magic, spirit magic,
or religious item.
- High Commendation: The actions of the character
have been recognized by those in authority,
and a high commendation has been issued.
This commendation will ensure favorable reactions
by those who gave it to the character.
- High Magic Item: The character has received
some high-magic item. Consult Power Building
for details on the development of such an
item.
- Influence: +3 pips.
- Religious Item: The character has received
some religious magic item. Consult Power
Building for details on the development of
such an item.
- Respected: +3 pips.
- Royal Favor: the character has earned the
right to ask one favor of a member of the
ruling body of the nation.
- Spirit Item: The character has received some
spirit magic item. Consult Power Building
for details on the development of such an
item.
- Status: +2 pips.
- Strong-willed: +6 pips.
- Valorous: +6 pips.
- Gain 6 HP to raise or learn skills.
- Any combination of lesser point items leading
up to six.
7 Point Adventures
- Attractive: +7 pips.
- Bravery: +7 pips.
- Fame: +7 pips.
- Family Heirloom: a valuable object, weapon,
or tool handed down by the family of the
character. This item is a magic text or a
true magic item.
- Highest Commendation: the actions of the
character have been recognized at the highest
levels of the nation, and the highest decoration
of the land has been granted. This will automatically
increase the fame of the character by one,
and almost certainly result in an honorary
increase in rank.
- Mystical Text: the character has come into
possession of some great text of mysticism
or magic. Such a book will have the details
of how to acquire magical powers. Choose
the power(s) available in the book. These
powers should be developed according to chapters
nine through twelve.
- Political Friend: the character has befriended
a character with political power.
- Strong-willed: +7 pips.
- True Magic Item: the character has received
some legendary magical item. See power building
for details on the development of such an
item.
- Valorous: +7 pips.
- Gain 7 HP to raise or learn skills.
- Any combination of lesser point items leading
up to seven.
8 Point Adventures
- Attractive: +8 pips.
- Bravery: +8 pips.
- Charismatic: +4 pips.
- Charming: +4 pips.
- Fame: +8 pips.
- Influence: +4 pips.
- Political Love: the character has fallen
in love with a character with political power.
- Respected: +4 pips.
- Royal Friend: the character has befriended
a member of the ruling body.
- Strong-willed: +8 pips.
- Valorous: +8 pips.
- Gain 8 HP to raise or learn skills.
- Any combination of lesser point items leading
up to eight.
9 Point Adventures
- Attractive: +9 pips.
- Bravery: +9 pips.
- Fame: +9 pips.
- Royal Love: the character has fallen in love
with a member of the ruling body.
- Spirit Friend: the character has befriended
a spiritual being (see the section on Creature
Building and Power Building for guidelines
on the development of spiritual beings).
- Status: +3 pips.
- Strong-willed: +9 pips.
- Valorous: +9 pips.
- Gain 9 HP to raise or learn skills.
- Any combination of lesser point items leading
up to nine.
10 Point Adventures
- Attractive: +10 pips.
- Bravery: +10 pips.
- Charismatic: +5 pips.
- Charming: +5 pips.
- Divine Patron: the character has come to
the attention, and favor, of a divine being
(see Power Building for development of such).
- Fame: +10 pips.
- Influence: +5 pips.
- Respected: +5 pips.
- Spirit Love: the character has fallen in
love with a spiritual being (see the section
on Creature Building and Power Building for
guidelines on the development of spiritual
beings).
- Gain 10 HP to raise or learn skills.
- Any combination of lesser point items leading
up to ten.
To return to the preadventure page.
To return to the Borigon home page.