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Thread: [M&M 3e] Defying the Future OOC

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    Troll in the Playground
     
    Griffon

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    Mar 2012

    Default Re: [M&M 3e] Defying the Future OOC

    Spoiler: Group Downtimes
    Show
    Lockdown (Infiltrating the Chain Gang) Deception, Intimidation, Persuasion, or Relevant Expertise DC 25 15 Successes
    Rank 1 (1 success): You managed to convince members of the Chain Gang that your civilian persona is a member as well. You will be notified of any Gang-wide events.
    Rank 2 (5 successes): All of the special suits in the Chain Gang come from the same place; a high-class boutique in Lakeside named MW. The boutique is appointment-only and still somehow booked for the next two months, but maybe you can do a surprise walk-in and find something out? High-End Chain Fashion Act Scene is unlocked.
    Rank 3 (10 successes): You’ve been able to get your name out in the right ears as someone who regrets their deal with Lockdown and wants out. You’ll get advance warning of any groups trying to gather to rebel, but some of those rebels will also know your name. Make a DC 20 Deception check; if you succeed, you gave a fake name to them.
    Rank 4 (15 successes): You’ve been approached by someone in the Chain Gang who wants to know how to join the group trying to escape. Several someones, actually; its just… this one particular group of single people all approaching you alone, they all had similar mannerisms. Is this the enigmatic shapeshifter Envy? Mister Cellophane Act Scene Unlocked.

    Rank 5 (20 successes): ???
    Rank 6 (30 successes): ???
    Rank 7 (40 successes): ???
    Rank 8 (50 successes): ???

    Manchineel (Watching the Forest): Insight, Investigation, Perception, Stealth, or Relevant Expertise DC 20. 51 Successes
    Rank 1 (1 success): You’ve managed to put together a network of people or systems, or simply some sort of routine that lets you keep track of Manchineel’s Saplings and look for her behavior. If Saplings appear somewhere they’ve never been seen before, you know about it.
    Rank 2 (5 successes): The “Camp Bubble Brook Disaster” is not hard to learn about; half the camp, gone in a night, with no sign of where they went. A long list of missing, both campers and counselors, is still unsolved, and both Manchineel herself and all of her creations seem to fear the place. Maybe there’s something there?
    Rank 3 (10 successes): Abel wears a tattered red scarf that apparently has the name N. Magr—embroidered on the edge. There are only a few people with a last name “Magr-“ in Forester’s Bay. A quick Google search gets you Jennifer Magrethe, in Lakeside; and Zephyr and Talia Magro, in the Residential Quarter.
    Rank 4 (15 successes): The trees in the Manitou Forest are too evenly spaced; it’s subtle, but growing. Manchineel seems to have a compulsive need to impose uniform order upon her creations; thinking back, Raphael is perfectly symmetrical as well, though it wasn't something that jumped out. This seems… unlikely, for a true forest spirit. You've learned about Manchineel's Nature is Perfect (Obsession/Temper) Complication.
    Rank 5 (20 successes): There have been several disappearances in the Manitou Forest since the dome came down. There are only three that occurred before Manchineel and her Menagerie came onto the scene, though: Maura Angelov, a lifelong resident who drove westward out of Forester’s Bay five minutes after the Obelisk appeared; Roberta Tehrani, an Iranian immigrant who had been passing through, and who had reportedly been camping in the woods the night of July 1st; and Cosme Muto, a former resident of Forester’s Bay who had come back to remember Camp Bubble Brook on vacation just before the 1st. Any one of these might be Gabriel, Michael, or Raphael, or perhaps a Punishment.
    Rank 6 (30 successes): Manchineel has run into Doctor Proxy’s robots only once, very early in the chaos. Reportedly, she shredded several Helpers who came too close to the forest in their attempt to raid a small dock, but left abruptly the moment a Waste showed up. Could the poisonous Manchineel actually be highly susceptible to poisons herself? You've learned partially about Manchineel's Poison Person (Power Loss/Weakness) Complication.
    Rank 7 (40 successes): The names of Manchineel’s Menagerie are already suspect, being named after Judeo-Christian angels—all except for Abel, who is named after the second-born son of Adam and Eve. There’s a missing name from this naming convention—Uriel, the most obscure of the archangels, associated with judgment, knowledge, and pitilessness. At least two of these fit with Manchineel. Manchineel is either looking for the proper highly intelligent, powerful, and creative person to create them... or Uriel already exists, hidden somewhere among the people of Forester's Bay. The Act Scene Hidden Angel has been unlocked.
    Rank 8 (50 successes): ): It was a chance look, the culmination of hours of study and research, or maybe just playing a hunch. You found pictures of all of the missing from Camp Bubble Brook, circling back to the strange occurrences in that odd place. You were flipping through the faces, the names, out of curiosity; the people are familiar to you now. most of them faces you saw during your one trip out there, playacting at life and camp activities. You were looking through them again when a news article popped up on your screen, a surprisingly sharp image of Manchineel, spotted near Rudolph Logging Camp. The tilt of the head, the expression, the shape of the eyes… Manchineel is not a forest spirit. Her name is Lucia Urquhart, a lifelong resident of Forester's Bay, a recent Biology major graduate from Michigan State (accepted into their Master's program before her disappearance), and a senior counselor at Camp Bubble Brook, one of those who 'disappeared' that fateful night more than a year ago.


    Apophis (Shadowing the Suneater Cult) Deception, Intimidation, Investigation, Stealth, or Relevant Expertise DC 25 32 Successes
    Rank 1 (1 success): You’ve managed to work your way further into the Suneater Cult. You have a snazzy new robe and a knife. There seems to be very little organization, but if the Cult is gathering en masse, you’ll know when and where.
    Rank 2 (5 successes): There is not one Suneater Cult, but three; they seem to work together and split almost at random. One group wears yellow scarves covering their mouths under their robes; another group has black blindfolds, which they seem to be able to see through just fine; and the last group has dark green gloves. You must be as mad as they are to know why.
    Rank 3 (10 successes): …Or you just need to go to more meetings. The Yellow Scarves talk about giving glory to “Mr. H”; the Black Blindfolds want to learn from “Mr. Y”; and the Green Gloves revere “Mrs. S” as some sort of mother deity. It's difficult to match this with Egyptian mythology…
    Rank 4 (15 successes): Birds are going missing, especially in the Main Drag. Apophis apparently hates birds. But he fears them, too; he abruptly vanished from a sighting right near the edge of town, moments before Manchineel’s eagle-creature Gabriel flew overhead. Horus and His Spies (Phobia/Hatred) Complication Discovered
    Rank 5 (20 successes): The three factions of the Suneater Cult are trying to bring their respective “patrons” into the world… somehow. They’re missing something, though; with a strong enough ritual (which each of them is trying to set up in various places), they can bring a “shard” of them into the world for a short time, but their “core” is apparently elsewhere. They’re all trying to find these “cores”. If a faction of the Suneater Cult tries to bring a "shard" of their patron into the world, you will be warned about the ritual before it begins.
    Rank 6 (30 successes): Apophis always knows every new movie that came out the day after its release, always has an up-to-date opinion of the show at the Chaplin Theatre, and has never been seen within a mile of the town courthouse. If you need to find him, go to the theatre. If you want to weaken him, get him into court… or somewhere similar. You've learned about Apophis' Bastions of Law (Power Loss/Weakness) Complication.

    Rank 7 (40 successes): ???
    Rank 8 (50 successes): ???

    Doctor Proxy (Watching the Bots) Investigation, Perception, Stealth, or Relevant Expertise DC 30 15 Successes
    Rank 1 (1 success): You’ve started to figure out how to track Doctor Proxy’s robots. You still can’t quite tell where they’re coming from, but you’ve ruled out the Manitou Forest.
    Rank 2 (5 successes): Doctor Proxy sends out robots for three reasons: 1) AKuma, Helpers, and Wastes to gather raw materials from warehouses (with Movers there occasionally as well); 2) the Proxysuit and Movers to steal something from a museum (roughly once every two weeks or so); and 3) Snatchers sent out to collect a human to put into the Proxysuit, seemingly at random. They haven't varied from these types... so far. When a React Scene involving Doctor Proxy is available, you will know what types of robots to expect in that scene.
    Rank 3 (10 successes): You’ve ruled out the Main Drag as the place where Doctor Proxy’s robots originate.
    Rank 4 (15 successes): The people grabbed by Snatchers (specialized Proxybots who seem only built to capture people) seem to be random at first, but you’ve noticed an interesting trend: Doctor Proxy seems to alternate the presenting gender of the person, and no two Proxysuit victims have had the same age or occupation. It seems that Doctor Proxy is aiming for something unique every time they snatch a person.

    Rank 5 (20 successes): ???
    Rank 6 (30 successes): ???
    Rank 7 (40 successes): ???
    Rank 8 (50 successes): ???

    Hero Work REDUX!: PL, Persuasion, or Investigation DC 20 51 Successes, 16 Used
    Rank 1 (1 success): You’ve begun actively promoting yourselves as heroes and helpers of the city. It’s… probably not a bad idea to have a name for yourselves, though it isn’t necessary for the downtime to continue.
    Rank 2 (5 successes): With everything that’s going on all around you, the police are well aware that they’re in over their head. It may hurt their pride, but they can see the reality of their situation. Unless it is contradicted by Complications or other story factors, police will be neutral to your presence when you encounter them from now on; they’ll do their work and let you do yours.
    Rank 3 (10 successes): With people reaching out to you now that they know you’re here to help, you can sometimes fix problems before they appear. React Scenes will now have a number next to them; this is the number of successes in this Downtime that you need to spend in order to resolve that React Scene without playing through it directly. Downtimes “spent” in this way will not count against milestones in this Downtime, but they cannot be spent more than once to resolve React scenes. Crises cannot be resolved in this way.
    Rank 4 (15 successes): The people reaching out to you are becoming more stable as an information network. An addition to a title for the React Scenes, you will also get a short transcript (2-3 sentences) giving a bit more information on the scene. (Note: the Crisis “Indirect Reprisal” is now unlocked as a possible React Scene in the future).
    Rank 5 (20 successes): With the people you’re helping and who are helping you becoming more knowledgeable and reliable, you can get them to help with the things you are researching as well. The short transcripts will now also appear for Act Scenes that are available.
    Rank 6 (30 successes): You’ve made a name for yourself (whether or not that name is an officially chosen team name) through your actions, and the police have taken notice. The attitude of the police from Rank 2 upgrades from Neutral to Friendly.
    Rank 7 (40 successes): Solving problems before they begin has become so streamlined through this process that it’s almost effortless. Once every two scenes, you can choose to resolve a React Scene without spending any successes from this Downtime.
    Rank 8 (50 successes): Your network knows that miscellaneous Hero Work can only go so far in your current situation; taking down the members of the League is the real work, and they've redoubled their efforts to clear the distractions for you. At any point, you may spend successes in this Downtime to suppress all React Scenes (aside from certain Crises) from occurring. For every 10 Successes spent at a time this way, you will be guaranteed no regular React Scenes for two Scene choices.

    Rank Special (100 Successes): The Act Scene “Why” is unlocked. This Scene can only be unlocked once at least one member of the League of the Future is removed as an active threat. In addition, you must spend 20 Successes to further unlock this scene. For every League member removed beyond the first one, the Success Cost of this Milestone lowers by 10 (so 90 successes at 2 members, 80 successes at 3 members, 70 successes at 4 members). If Watcher is targeted, "Why" will be superseded by that Act Scene.


    Spoiler: Floral Downtimes
    Show
    Relationship Building (Woods Family): Persuasion, Insight, or PL DC 25 10 Successes
    Rank 1 (1 success): You’ve managed to re-open the conversation between you and your family regarding you being a super-hero. No one’s opinion has changed, but at least they’re willing to talk about it again… well, except for Hannah, but still; progress!
    Rank 2 (5 successes): If any of your family members are in a dangerous situation and/or fighting alongside you, you may interpose for them once per round (on top of any other regular Interposes).
    Rank 3 (10 successes): You’ve always had Andrew wrapped around your little finger since childhood, and you knew he’d be the first one to crack. You get a +5 bonus on Expertise checks you do not have, drawing from Andrew’s eclectic field of general knowledge about almost everything; in addition, Andrew may notify you about League behavior he has noticed in his work with the police (under Hannah’s nose, of course).

    Rank 4 (15 successes): If you are in a situation with police presence, you may spend a Hero Point to declare that Andrew’s influence has made the police friendly towards Floral and her team, turning them into Allied NPCs.
    Rank 5 (20 successes): Your father’s objections to your hero ‘work’ had mostly been legal and experiential; your time working as a hero and the extraordinary situation in Forester’s Bay have finally convinced him of your case. You get a +5 bonus on Investigation checks to discover legal information (missing persons, prior arrests, etc) and Deception checks against convicted criminals. In addition, Ralph Woods can use his connections to get you and a few plus-ones into what passes for Forester’s Bay high society, if necessary.
    Rank 6 (30 successes): When any of your family members are imperiled as part of a Complication, you gain two Hero Points instead of one.
    Rank 7 (40 successes): Your mother has consistently worked to shelter you from the dangers of the world, since childhood. It took a lot to overcome that fear and convince her that what you are doing is both within your power and the right thing to do, but now you’ve managed it. You gain a +5 bonus on all Science-related expertise checks. Also, with your mother’s genius and your own working together, you might be able to reverse Manchineel’s transformations of others—though doing so is an ordeal in its own right.
    Rank 8 (50 successes): Even with the rest of your family on your side, Hannah refuses to change her position… but she’s beginning to crack. Once you reach this Milestone, you can force a direct confrontation with Hannah about your superhero work. The contents of that confrontation, and the benefits out of the result, will be dependent upon the events of the game beforehand. You can choose to have your family with you in this confrontation or confront Hannah alone.

    Growing a New Future: Expertise (Biochemistry, Medicine, or Nature) DC 25. 33 Successes
    Rank 1 (1 success): You’ve started to see what you can create with your powers for non-combat purposes. Mutation is a dangerous game, but you’re hopeful that something good will come from this.
    Rank 2 (5 successes): First thing to work on: food. By experimenting with the gruel that Watcher dispenses regularly to the public, you have both determined that there aren’t any dangerous chemicals in the food (a good start) and have managed to make the stuff actually tasty. The first Downtime Action you spend on this Downtime each time you are given Downtimes has a -5 penalty, due to the time it takes for you to convert gruel to tastier food. So long as you spend at least one Downtime on this, you have a +5 bonus to all social skills with everyone living in Forester’s Bay that does not live in Lakeside. (This does not apply to Relationship Building (Woods Family)).
    Rank 3 (10 successes): While you’re working on it: Medicine. Penicillin came from mold grown carefully; isn’t there a way to use your powers with that? You’ve developed something you think will work, but now it needs testing. Twice per scene, you may choose to reroll a Healing roll without spending a Hero Point. You must take the results of the second roll, even if it is worse.
    Rank 4 (15 successes): Replacing building material and/or clothing with plant-based alternatives is a slow process, but you’ve got a handy little closed system in Forester’s Bay—with buildings in semi-frequent peril, as well! Once per scene, when an NPC or a building is targeted by an attack, you may spend a Hero Point to declare that the person is wearing (or the building is made of) your plant-based alternative that you’ve slowly managed to get out. This gives them a +5 on that roll; the alternative you’ve made is good at absorbing initial shocks, but brittle… for the moment.
    Rank 5 (20 successes): You’ve managed to make turning the gruel into actual food semi-independent by developing and perfecting a fast-growing plant that feeds off of the gruel and produces the food itself. You no longer take a -5 to the first Downtime used on this Downtime Action, and the +5 bonus to social skills now applies to everyone living in Forester’s Bay.
    Rank 6 (30 successes): Through your tests, you’ve managed to refine your medicine so that it is consistently the better option for most situations. You may now reroll Healing checks as though they were the result of you spending a Hero Point, without spending that Hero Point. In addition, twice when meeting an NPC for the first time, you may declare that this NPC was saved by your medicine, meaning that they are more friendly and helpful to you than they would have normally been.

    Rank 7 (40 successes): From your experimentation, what can be called ‘plant-based’ is truly getting ridiculous now. The +5 bonus to the NPC or building now applies to any further rolls they make that scene. In addition, your limitation on ‘Biochemistry experimenter’ no longer limits what you can make with Inventor.
    Rank 8 (50 successes): You have created a plant that needs minimal care and grows enough food to feed all of Forester’s Bay on a consistent basis, independently of Watcher’s gruel. It’s still dealing with a relatively small number of people, but this is extremely promising. Your +5 bonus to social skills now applies even to people outside of the Dome. In addition, Watcher contacts you, thanks you, and says that he owes you a personal favor.

    Cleaning Up the City: Treatment or Expertise (Architecture and Engineering or Sanitation) DC 20, Expertise (Medicine) DC 25. 35 Successes
    Rank 1 (1 success): You’ve started working to clean up after super-heroic messes.
    Rank 2 (5 successes): By going to the places that need cleanup, you’ve begun to identify the worst offenders in terms of collateral damage. If you meet an enemy or an NPC with an Accident Complication, you learn that Complication.
    Rank 3 (10 successes): You’re starting to know the city of Forester’s Bay and the surrounding forest better. Whenever you spend a Hero Point to gain Inspiration about a certain location within the Dome, you may also make an Edit Scene related to that location.
    Rank 4 (15 successes): Working this way lets you meet all sorts of people, with all sorts of different knowledge and skills. Once per scene, you may spend a Hero Point to declare that a friendly NPC with the knowledge or a skillset useful to you is nearby and willing to help.
    Rank 5 (20 successes): Other people have taken note of your attempts to help after a battle, and have begun to contact you with information about strange movement from League-affiliated people. You will have one more option to React to at the end of each Downtime session.
    Rank 6 (30 successes): The hero who stops by to help with cleanup and healing wins the hearts of people. Whenever you spend a Hero Point to reroll a Persuasion check against someone living in Forester’s Bay, you can declare that your actions directly helped them or a loved one, improving your role.

    Rank 7 (40 successes): Your network of people giving you information about problems has improved to the point that you can sometimes stop League activity before it starts. When you are given the choice to Act or React, you may choose a third option for the React choices: Prevent, removing that option as a problem and gaining some of the benefits from it as if you reacted to it directly.
    Rank 8 (50 successes): The people who have been inside the Proxysuits have had consistent issues with mental health and readjusting to life, and you’ve been working to see what you can to do help them along with everything else. At long last, you’ve had a breakthrough—of sorts. One person has remembered a few important things about their time under Proxy’s thrall. You now know one of Doctor Proxy’s Complications, and the Act option “Voices and Ringing Bells” is now available.

    Herbicide: Treatment or Expertise (Biochemistry) DC 2531 Successes
    Rank 1 (1 success): You’ve begun to find ways to easily take yourself out of battle, should the need arise.
    Rank 2 (5 successes): Unfortunately, the flip side of prodding yourself for weaknesses is aggravating weaknesses that you already have. For every five successes you have in this Downtime (Rounded up), you take a -1 to any Resistance checks that target a Weakness or Disability Complication that you have.
    Rank 3 (10 successes): You’ve figured out how to shut yourself down! Sort of. That’s good… right? If you are Compelled or Controlled, you may spend a Hero Point to instead become Incapacitated.
    Rank 4 (15 successes): You’ve figured out how to have others shut you down! If you are Compelled or Controlled, anyone can spend a Hero Point to instead cause you to become Incapacitated. This does not only mean PCs.
    Rank 5 (20 successes): By poking at your own weaknesses, you’ve become more able to notice (and perhaps induce?) the same weaknesses in others. When facing a Plant-based enemy, you can spend a Hero Point to declare that said enemy shares one Weakness of your choice with Floral. (This effect costs three Hero Points for Manchineel.)
    Rank 6 (30 successes): Now that you’ve fully inflamed your own weaknesses, you can work on sealing them up. You no longer take minuses to Resistance checks from this Downtime.

    Rank 7 (40 successes): Rather than completely shutting you down, you’ve managed to give yourself a few more options when you are endangered in battle. Once per Scene, when you are Compelled or Controlled, you or another PC may spend a Hero Point to change that condition into a different second-tier condition, with the same DC to remove.
    Rank 8 (50 successes): Working with your own weaknesses as a newly-made plant and finding them in others has made you more aware of your current condition than ever before. You can now choose to act on “Flora-fauna.”


    Spoiler: Nope Downtimes
    Show
    Relationship Building (Uncle Bruno): Persuasion, Insight, or Expertise (Gaming) DC 2020 Successes
    Rank 1 (1 success): Your relationship with Bruno improves as you accumulate successes.
    Rank 2 (5 successes): If he is in the scene, you may Interpose for Bruno once per round (on top of normal Interposes if any).
    Rank 3 (10 successes): Critical thinking is a useful skill that Bruno can help you out with, as well as down-to-earth common sense. When you spend a Hero Point to reroll an Investigation check, you may also gain Inspiration regarding whatever it is that you are investigating.
    Rank 4 (15 successes): You may spend your Hero Points on Bruno’s behalf for any defensive purposes.
    Rank 5 (20 successes): If Bruno is imperiled as part of a Complication, you receive two Hero Points instead of one.

    Rank 6 (30 successes): Some of Bruno’s calm, steady practicality has made its way over to Nope, along with his desire to provide safety in a world of chaos. When dealing with human underlings of the League, Nope has a +5 bonus to Interaction skills focused on calming them or convincing them to stop what they’re doing. This bonus can apply to Team Checks.
    Rank 7 (40 successes): Turns out that playing strategy games with your uncle can pay off a bit in analyzing enemies. Once per scene, when you spend a Hero Point to buy off the fatigue of a Power Stunt or Extra Effort, you can also gain Inspiration on the strengths and weaknesses of one of the enemies you are fighting.
    Rank 8 (50 successes): Bruno lets you know that your mother has recently contacted him, asking to ‘talk’. He wants your advice. You can now force a confrontation between you and your mother in a place of your choosing. This can be an ambush, a discussion, or a discussion that turns into an ambush, as you choose. In addition, if you spend a Hero Point, you can add one other high-ranking Suneater Cultist to the confrontation. For two Hero Points, you can instead add Apophis himself into the confrontation.

    Nora, Where’d You Go?: Investigation, Expertise (Ancient History),Expertise (Metaphysics) DC 3024 Success
    Rank 1 (1 success): You’ve begun to look for Nora in earnest.
    Rank 2 (5 successes): Trying to find a place to start looking for Nora means that you have frequented the museums of Forester’s Bay several times recently. The next time Doctor Proxy attacks a museum, you will be able to React to that before the Proxysuit or Proxybots actually enter the building.
    Rank 3 (10 successes): Along with frequenting the museum, you also have talked to several people (or at least listened while they talked). When looking for information about people or areas based in Lakeside or the Main Drag, you may act as though you have the Well-informed Advantage.
    Rank 4 (15 successes): It shouldn’t have taken you this long to consider breaking into Nora’s office to see what she was researching. And it shouldn’t be so strangely difficult to contemplate sneaking past the guards and picking her office lock, with your skills. Something more is going on here. Twice per Scene, you can give yourself a +2 bonus towards Resistance checks against [Mental] effects, as a showcase of your increased mental fortitude in noticing the strangeness.
    Rank 5 (20 successes): You’ve overcome the mental block; you can break into Nora’s office. “Museum Black Box” is now an option that you can Act on at the end of Downtime sessions. You cannot take more Downtimes for this option until you Act on this.

    Rank 6 (30 successes): You’ve found another doorway for Nora, and she has been able to help Nope more directly as a consequence. Choose a District of Forester’s Bay besides Lakeside or the Manitou Forest. When Nope is in either Lakeside or that District, he can spend a Hero Point to declare that he recently visited Nora, and she gave him a 20-PP Invention during that visit. This 20-PP Invention is useful for one Scene only.
    Rank 7 (40 successes): You’ve found more doors! Choose another District; the bonus from the Rank 6 advantage now applies in that District as well.
    Rank 8 (50 successes): There sure are a lot of these doors… The bonus from the Rank 6 advantage now applies to all of Forester’s Bay.
    The Act Scene (for all PCs) The Right Door is unlocked.

    Reputation Building (Fear of the Unknown): Stealth, Intimidation, or Deception DC 20 50 Successes
    Rank 1 (1 success): Perhaps against your will or despite you, Nope’s reputation as a mysterious bogeyman is beginning to spread.
    Rank 2 (5 successes): The reputation applies to all normal people living in Forester’s Bay. You gain a +5 bonus to Stealth checks to sneak past or around people who have no affiliation to any member of the League, as they simply pretend not to see you and refuse to say anything about it afterwards even if they notice you.
    Rank 3 (10 successes): The reputation applies to all Bronze Links. Your presence can be used as a point of intimidation to stop Bronze Links from engaging in criminal behavior, so long as a Silver Link is not nearby.
    Rank 4 (15 successes): The reputation applies to Manchineel’s Saplings. Out of primal fear, Saplings will ‘forget’ that Nope is present—allowing you to catch Punishments, the Menagerie, and even Manchineel herself by surprise in certain situations.
    Rank 5 (20 successes): The reputation applies to all regular Suneater Cultists. Cultists have begun to regard Nope as a tangential object of worship. Regular cultists will obey one simple one-word order given to them by Nope unless it is overridden by a higher-ranking cultist, Apophis himself, or others with similar power.
    Rank 6 (30 successes): The reputation applies to Doctor Proxy’s robots. Helpers and Wastes will either retreat upon the introduction of Nope into the area, or they will call in at least two AKuma for support.
    Rank 7 (40 successes): The reputation now applies to higher levels of the respective groups of the League. Silver Links will back down unless in groups of two or supported by a Gold Link; most Punishments will ‘forget’ or flee from Nope; and almost all Cultists will obey a one-word order from Nope unless it is contradicted by Apophis himself or others with similar power.
    Rank 8 (50 successes): The reputation applies to the League itself (excluding Watcher). All of them now believe that they have reason to be wary of you, and all of them will react to this in different ways. Take a Hero Point now.


    Spoiler: Ariadne Downtimes
    Show
    Relationship Building (Grandma Dimetria): Persuasion or Insight DC 20; Expertise (Fashion & Garments) DC 25 10 Successes
    Rank 1 (1 success): Your relationship with Dimetria improves as you accumulate successes.
    Rank 2 (5 successes): If she is in the scene, you may Interpose for Dimetria once per round (on top of normal Interposes if any).
    Rank 3 (10 successes): Dimetria has been selling clothing for longer than you have been alive, and she knows how to make a deal. When you are trying to get something from someone, you can spend a Hero Point to gain Inspiration on what you would need to offer in order to “close the deal” with them.

    Rank 4 (15 successes): You may spend your Hero Points on Dimetria’s behalf for any defensive purposes.
    Rank 5 (20 successes): If Dimetria is imperiled as part of a Complication, you receive two Hero Points instead of one.
    Rank 6 (30 successes): Your new aptitude with thread and your continued interactions with Dimetria means that her business is actually doing fairly well, and she can give you some spending money as a result. You may Heroic Feat the Wealth Benefit for one scene rather than one round, if you wish.
    Rank 7 (40 successes): Ariadne’s power runs in the blood; it was activated by Apophis for you, but it still resides in Dimetria as well, and continued work with you has awoken it in her just a little bit. Once per Scene, you may Edit Scene to say that you have some minor magical device stitched by Dimetria that is useful for the current situation.
    Rank 8 (50 successes): Someone has caught wind of Dimetria’s new power and the upturn in her business, and is paying her a visit. The identity of this person will depend upon the events of the game. Take a Hero Point now.

    Untangling the Mystic Threads: Expertise (General Mythology, Fashion & Garments, or Magic) DC 25 51 Successes
    Rank 1 (1 success): You have begun delving into the pattern books and Ariadne’s advice in a more systemic way.
    Rank 2 (5 successes): Weaving and threadwork comes from a massive number of cultures around the world; in America, there is a rich tradition in many different Native American cultures regarding thread and weaving. You now can roll Expertise (Native American Mythology) using half of your Expertise Ranks, rounded up.
    Rank 3 (10 successes): Threads are part of Ariadne’s power, but not all of it. She also governs labyrinths and paths. So long as you are in the Residential Quarter or the Main Drag, you can never be lost, and you may spend a Hero Point to Edit scene that something useful is nearby when you are in these areas.
    Rank 4 (15 successes): You’ve managed to get more versatility out of your makeshift threadwork. When you have a Magical Device from Artificer in a scene, you may spend a Hero Point to Power Stunt off of that Device. This Power Stunt lasts for one round, and then the Device disintegrates; you lose access to the Power Stunt and the original Device for the remainder of that Scene.
    Rank 5 (20 successes): Speaking often with Ariadne about her power and philosophy has allowed you to influence her… and her to influence you. Whenever your Relationship Complication with Ariadne is activated, you gain two Hero Points, instead of one.
    Rank 6 (30 successes): Your knowledge of the mythology and culture of threadwork has improved. You may now roll Expertise (Native American Mythology) using full Expertise Ranks, and you have a +2 bonus to all Mythology Expertises when seeking information about cloth, weaving, textiles, and/or thread.
    Rank 7 (40 successes): You now cannot become lost anywhere in Forester’s Bay, and your Edit Scene ability from Milestone 3 applies to all the sections of the city.
    Rank 8 (50 successes): Your Power Stunt off of Magical Devices still only last one round, but they no longer destroy the original Device after their use. In addition, Ariadne says she has more to teach you. You can now choose to Act on “The Binding”.


    Art is Important: Insight, Expertise (Art or Handmade Crafts), or Persuasion DC 15 37 Successes
    Rank 1 (1 success): Despite the craziness, you’re dedicated to teaching your after-school classes at James K. Polk Elementary School. Art is important for everyone, especially young children!
    Rank 2 (5 successes): Keeping regular classes takes up time, but your dedication to the children has not gone unnoticed. If you do not spend at least 1 Downtime Action on this Downtime from now on, you lose 1 Success in this Downtime. Your civilian guise has a +5 bonus to Social Skills for all people living in Forester’s Bay except for those living in the Main Drag (most of whom do not have children, apparently).
    Rank 3 (10 successes): Constantly teaching the basics of creative work has allowed you to be more creative in your own endeavors. You have more freedom on what sort of Magical Devices you create with your Artificer Advantage.
    Rank 4 (15 successes): Working with young children is a great way to learn how to soothe tempers and broker peace between unreasonable parties. When rolling a Social Skill to defuse tensions between two arguing or warring groups, you may reroll your first roll without spending a Hero Point.
    Rank 5 (20 successes): Ah, parent-teacher conferences; it lets you meet new people, at least. Once per scene, you may spend a Hero Point to declare that the parents of one of your students is nearby with a useful skillset to the current situation.
    Rank 6 (30 successes): You’ve gained enough trust with the school board that, given the absurdity of the current situation, you have more leeway on your schedule. You no longer lose Successes in this Downtime if you do not invest in it. In addition, your civilian guise now has a +5 bonus to Social Skills for all people living in Forester’s Bay.

    Rank 7 (40 successes): Magic—at least magic as you understand it—seems to be tied to creativity. Maybe it’s the charged nature of the town you are in, but a surprising number of your students have begun developing abilities that can only be called “superhuman”. And they want to help! You have 10 students in your class. For every 1 you decide that has developed superhuman powers, you may add 1 point to your Magical Devices. Each student that develops powers is a potential target for several members of the League to recruit, suborn, or otherwise use. You must choose at least 2 students to develop powers.
    Rank 8 (50 successes): The number of superpowered children in your class couldn’t stay hidden forever. You have been approached in your civilian guise by representatives of the government beyond the Dome. They’re curious if you’ve done anything to initiate the growth of powers, and if there’s a way to replicate the process. You may now Act on “Tangled Web”.


    Spoiler: Helios Downtimes
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    Mystical Research: Expertise (Magic), Insight, or Investigation DC 25 32 Successes
    Rank 1 (1 success): You have begun a systematic study into your own magic and the underpinnings of magic itself.
    Rank 2 (5 successes): People who can use magic have certain aptitudes, and these aptitudes leave marks upon practitioners. These marks are invisible to normal people, but you’ve learned to sense them. When dealing with enemies that use magic, you immediately know their elemental aptitude (fire/water/air/earth/light/dark/life/death).
    Rank 3 (10 successes): You’ve learned enough to know you know very little; there are more rules out there to magic than you currently know, and the only way to find out is via experimentation. Once per Scene, when you Power Stunt off of your Spells Array, you can declare that you’re “trying something new”. If you do so, on your first roll with the new power, roll twice. You must take the results of the second roll, even if it is worse than the first.
    Rank 4 (15 successes): Many stories of magic practitioners have a familiar, an animal (or animal-like) proxy that seems to help with spells and other effects. You can try to summon a familiar of your own. There are three options for this; you can call to a creature nearby and see what arrives for you; you can call to the aether, and see what forms; or… you can try to summon Feo to you. The benefits of a familiar will be determined by your choice.
    Rank 5 (20 successes): You’ve developed your arcane “sense” to the point that you can now read latent aptitude in others. If you spend a Hero Point, you can detect the possible aptitude(s) of characters and NPCs within range of your Mystic Sense; this will give clues as to the person’s PL and powers, even if they are not a magic practitioner, and can help identify possible mages.
    Rank 6 (30 successes): Magic experimentation comes to you much more easily now, and you can even prepare for possible fallout. You now may choose which of the two rolls you will take when you “try something new”, and you have more leeway in what you create with your Ritualist Advantage.

    Rank 7 (40 successes): Your familiar’s benefits (as determined after Milestone 4) increase due to their growing familiarity with you and your growing understanding of magic.
    Rank 8 (50 successes): You have been approached by someone who claims that they can teach you what you are missing, the centerpiece that opens up the world of true magic to you. The identity of this person will depend upon the events of the game. You can now choose to Act on “Apprenticeship”.

    Relationship Building (Sarah Garret): Deception, Persuasion, or Insight DC 25 22 Successes
    Rank 1 (1 success): Your relationship with Sarah improves as you accumulate successes.
    Rank 2 (5 successes): If she is in the scene, you may Interpose for Sarah once per round (on top of normal Interposes if any).
    Rank 3 (10 successes): You may spend your Hero Points on Sarah’s behalf for any defensive purposes.
    Rank 4 (15 successes): If Sarah is imperiled as part of a Complication, you receive two Hero Points instead of one.
    Rank 5 (20 successes): Sarah trusts you and your intentions enough to tell you the truth about her power. You can now choose to Act on “Chance or Fate?”.

    Rank 6 (30 successes): Sarah’s odd connection with creatures born of chaos offers Flint a fair bit of knowledge about them. When engaged in battle with something classified as a “Chaos Beast”, Flint is made aware of this classification; by spending a Hero Point, he learns their other magical affinities, and any Weakness or Power Loss Complications they may have.
    Rank 7 (40 successes): Working more with this side of Sarah’s power has caused Helios to be recognized as a relative of Sarah, providing various benefits… and a few detriments. When engaged in battle with something classified as a “Chaos Beast”, Flint can spend a Hero Point to declare that said Beast will not attack him; this Hero Point expenditure does not need to be separate from the bonuses gained from Rank 6 of this Downtime.
    Occasionally, a React Scene caused by a Chaos Beast seeking a favor or something else from Flint will be generated. These React Scenes can be Crises.
    Rank 8 (50 successes): Studying with Sarah has revealed a connection between the beasts that treat Sarah as a friend or equal, and greater forces behind them. When engaged in battle with something classified as a “Chaos Lord”, Helios is made aware of this classification; by spending a Hero Point, he learns their other magical affinities, and any Weakness or Power Loss Complications they may have.
    The Act Scene (for all PCs) To Oppose Chaos is unlocked.

    My Brother’s Keeper: Deception, Expertise (Magic), or Insight DC 25 23 Successes
    Rank 1 (1 success): You have begun trying in earnest to bring Dante back from the brink. This will end in tragedy.
    Rank 2 (5 successes): Dante is willing to share with you what he knows about the Suneater Cult and their movements. At the end of every other Downtime session, you will be given the option to React to one extra Scene involving the Suneaters. There is a heightened chance that Nergal will be present at these Scenes.
    Rank 3 (10 successes): Dante’s magical aptitude is Death, especially violent death. Your power is different, but there are related aspects, and magic knowledge is one subject where you and your brother still share an interest. When beginning a Scene, you can declare that Drain Vitality and Mass Drain Vitality have a +2 to either their Attack or Effect. If you do so, Heal/Lifeshell has a -2 to both Attack and Effect.
    Rank 4 (15 successes): Dante knows that neither you nor Sarah are fully devoted to the Suneater Cult like he is, and while he wants you to join him, he also wants to protect you. You have a +5 bonus towards “other” Suneater Cultists while masquerading as one, since Nergal has made it clear that you and Sarah are not to be harassed or face his wrath.
    Rank 5 (20 successes): Dante has moved far enough into the Suneater Cult that he now knows the positions of several powerful members within it, and he will sometimes give away their location to you. When you have a chance to React to a Scene involving the Suneaters, there is a 50% chance that a High Priest of the Suneater Cult will be there; the other 50% of the time, it will be Nergal.

    Rank 6 (30 successes): Dante’s knowledge of the Suneater Cult is extensive at this point, and you can use it to your advantage. When facing Suneaters, you can spend a Hero Point to declare a magical weakness, interpersonal rivalry, or other weakness that you can take advantage of among the members.
    Rank 7 (40 successes): Your brother knows. He hasn’t said anything, but he knows. When you face Nergal, you can choose to say that neither you nor Nergal can inflict more than a Stagger or a second-tier Affliction upon each other. In addition, You can choose to say that Nergal Interposes for an attack that would Incapacitate you; if you do so, you must Interpose for the next attack that strikes at Nergal other than your own.
    Rank 8 (50 successes): It couldn’t stay unspoken forever. You can now choose to Act on “Two Paths, Diverging”. This is the last chance for Dante to be redeemed, but that may be an impossible road. You can choose to confront Dante with Sarah or do so alone.
    Last edited by Zelphas; 2024-05-14 at 03:40 PM.
    Originally Posted by Xefas:
    "I need the Goblins in phalanx arrangement. Sky Blotters in the back! Swissles? Assume the Swizzle Stick Formation! We're going in!"
    What Pokemon am I?
    Spoiler
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