Titles
Faction Member
“In six months, I’ll be running this place.”
Prerequisites: You join an army, guild, or similar organization.
You gain membership in a faction. You’re regarded as a promising but untested agent, and you’re allowed to operate independently. You can be assigned tasks to further your faction’s goals, and you can expect rewards and promotion if you succeed.
When you’re negotiating with a member of your faction, their starting Patience increases by 2, up to a maximum of 5.
Additionally, the Director assigns you one of the following benefits, as appropriate to the faction in question. The Director can also create a custom benefit for a faction not listed here. You can only use this benefit in a settlement where your faction can be found, and once you have used this benefit, you can’t use it again until you have completed a task for your faction.
- Academic Faction: You can find a sage who can make up to three Reason tests to recall lore or project rolls for research projects on your behalf. The sage has a +5 bonus to these tests. Research project rolls take 10 minutes each and don’t need to be made during a respite.
- Guild Faction: You can find an expert craftsperson who can make up to three project rolls for crafting projects on your behalf. The craftsperson has a +5 bonus to these tests. These project rolls take 10 minutes each and don’t need to be made during a respite.
- Martial Faction: You can recruit up to three minions with levels no greater than your own, of a type appropriate for the faction (such as human guards). These minions follow your orders for 1 day.
- Spy Faction: You can find an agent who can provide you with three pieces of information about a settlement you’re in, such as the location of a hidden person, a secret entrance into a guarded area, or the negotiation ideal or pitfall of an important person.
You can gain this title multiple times, once for each faction. A faction can strip you of this title if you act against its interests.
Monster Bane
“You dare mock Blunwin Mousebane? You think my deed trivial? Ah but you didn’t see the size of the mouse!”
Prerequisites: You defeat a leader or solo monster with a Reason score of –2 or lower, such as an ankheg.
Choose one of the following benefits.
- Beast Bane: When a creature with the Animal keyword uses a strike against you, the strike takes a bane.
- Monster Whisperer: You gain an edge on tests made to calm or tame non-sapient creatures.
- Monster Trophy: You decorate your equipment with a trophy from a monster. While the trophy is visible, you gain an edge on tests made to intimidate sapient creatures.
Timescape Wanderer
Prerequisites: You have travelled to another plane.
Choose one of the following benefits.
- Well-Read: You gain an edge on tests made to discover information about other planes.
- Psychic Scar: You gain psychic immunity equal to your level.
- Creature Sense: As a maneuver, you can magically learn the keywords a creature of lower level within 10 squares of you has in their stat block (e.g. “Demon,” “Humanoid,” or “Undead”).