The Chalice of Thrommel
Vanities are flavorful character background elements that players can use to customize their characters. Vanities generally have minor game effects; when they do, these effects tend toward non-combat bonuses. A character can own as many vanities as she wishes, but each comes with a set gold piece and TU cost. Additionally, some vanities provide their own restrictions, as detailed below.
While adventuring can be lucrative, it doesn’t provide the job security some adventurers might wish for, nor does it provide a creative outlet for those with an artistic flair. As such, many adventurers own or operate small businesses on the side when not traveling. A PC may purchase the same business more than once with each additional purchase doubling the base GP per year, with each purchase representing the endeavor’s growth over time. Circumstance bonuses granted by businesses do not stack, included for multiple instances of a given vanity.
- Artisan’s Shop 3750 GP 4 TUs , Your craft is your livelihood when you aren’t excavating musty tombs or exploring uncharted lands. You sell your services through an unassuming storefront in a well-trafficked mercantile district. For every Time Unit you spend managing your shop, you make TUs D6 X 10 GP per year. Additionally, you receive a 5% discount on all non-magical merchandise in your area of expertise when purchasing it in the same city as your shop, rounded to the nearest silver piece.
- Concert Hall 3750 GP 8 TUs , Though musicians can typically play anywhere, you provide the community with a venue exclusively dedicated to music, drawing performers from across the region to put on solo and ensemble shows. For every Time Unit you spend performing in your Concert Hall, you make TUs D6 X 20 GP per year. You also gain a +1 per tier circumstance bonus on background skill rolls regarding music.
- Mercantile Store 3750 GP 4 TUs , When it comes to commerce, you dabble in wares of all sorts, selling the works of others as a general merchant. If you use an appropriate background skill, your business provides you a +1 circumstance bonus per tier on all such checks. For every Time Unit you spend managing your store, you make TUs D6 X 10 GP per game year. In the city where you have your store, you may treat the gold limit for buying items as 5% greater than normal, because of the many inside connections you have within the region’s markets and trade organizations.
- Scrivener 3750 GP 2 TUs , You earn a living duplicating documents, taking dictation from the illiterate, and preparing formal writs in elegant calligraphy. If you use an appropriate background, your business provides you a +1 circumstance per tier bonus on such checks. For every Time Unit you spend managing your shop, you make TUs D6 X 2 GP per year Additionally, you may make a Inteligence check untrained to recognize a forgery or identify a foreign language though not to translate it .
- Tavern 3750 GP 4 TUs , You provide alcohol, food, and even entertainment to your patrons, creating an environment where all can socialize and forget the stresses of the everyday. If you use an appropriate background, your tavern grants you a +1 circumstance bonus per tier on such checks. For every Time Unit you spend managing your tavern, you make TUs D6 X 10 GP per game year. Additionally, when in the same city as your tavern, you receive a +1 rank with any one icon relationship
- Theater 3750 GP 10 TUs , All the world’s a stage, but you own a business that provides a literal stage for audiences to enjoy performances of a variety of types Acting, Drama, Comedy . If you use an appropriate background, your business grants you a +1 circumstance bonus per tier on such checks. For every Time Unit you spend managing your tavern, you make TUs D6 X 10 GP per game year Additionally, your access to the theater’s costume shop grants you a +1 circumstance bonus per tier on Disguise checks when in the same city as your theater.
Not every adventurer is a natural loner or forced by circumstance to work in a team with others like him. In fact, some have small retinues of underlings who travel with them, taking care of menial tasks and hoping to soak up some of the glory that comes from adventuring. All of the followers listed below are noncombatants, and should be utilized as flavor for a character, not as a means of slowing down the game and overcomplicating the board with unneeded minis. You can have a maximum of one follower unless noted in the description; you may dismiss a follower from service at any time if you wish to gain a different follower, but do not regain spent Time Units when you do so. Circumstance bonuses granted by followers do not stack.
- Chronicler 7500 GP 10 TUs , An adventurer has a lot to remember, especially if she hopes to report every detail for publication. Some memory-challenged adventurers employ ambitious underlings to document their accomplishments, their interactions, and sometimes even their frustrated mumblings for posterity. Once per game session, you may ask your GM to repeat a detail about your mission, some esoteric backstory element, or the name of an NPC that you have otherwise forgotten by consulting with your chronicler.
- Foreign Contact 1500 GP 2 TUs , Adventurer typically meet many potential allies in their travels throughout the world. You may establish a contact in any city you have visited for the listed Gold Piece Time Unit cost. When in that city in the future, your contact grants you a +4 circumstance bonus on checks made to gather information regarding that location.
- Guide 1500 GP 2 TUs , You employ the services of a local guide to lead your expedition into foreign territory. This guide serves you for a single mission, and grants a constant +2 circumstance bonus on all background checks as well as on checks to avoid becoming lost or to find hidden trails.
- Herald 750 GP 1 TU , Egos tend to run strong and some adventurers want everyone to know when they have arrived. You gain the service of a herald to announce your presence and accomplishments at any social gathering, be it a formal ball, theater performance, or diplomatic negotiation.
- Hunter 2250 GP 3 TUs , You gain the assistance of a skilled hunter for one session who has honed her skills through her career or for sport. Choose one creature type or subtype as a ranger’s favored enemy . The hunter provides you a +2 circumstance bonus on all checks made to against that type of creatures of that type.
- Porter 750 GP 1 TU , You procure the services of a strong porter to help you carry heavy or bulky spoils from your many explorations. A porter can generally be used to carry up to 100 pounds of gear without slowing down, or up to 300 pounds of gear at encumbered speed. The porter may not assist with any other Strength-based checks.
- Seneschal 1500 GP 2 TUs , This dedicated servant keeps your affairs in order when you are away from home, ensuring that your property is maintained, your correspondence is kept up to date, and so on. While you are present, the seneschal tends to your wounds, assists you in preparing for future adventures, and ensures that you may focus on your duties as a active adventurer instead of the day-today business of keeping your property. When you rest at your home, you automatically heal as if under long-term care. In order to gain the service of such an individual, however, you must own property or a business. You may retain the services of one seneschal per property.
- Squire 3000 GP 4 TUs , This attendant assists you with handling your mount while you are indoors or otherwise unmounted, and provides assistance with donning and removing armor when not in battle. She may have ambitions of one day following in your footsteps, but currently receives satisfaction simply knowing that she aids you in your adventures. With a squire, you need not worry about purchasing or paying for a mount’s food or stabling and always count as being assisted when donning armor.
There are many organizations, cults, clubs, and societies to which adventurers may belong. In many cases, membership in such organizations may grant access to certain classes that are normally limited, and may give you access to additional specific awards. Circumstance bonuses granted by memberships do not stack, included for multiple instances of a given vanity. Costs below are to found new organizations in areas where the organization has no members or a limited presence. In cases where players join another players organization the costs are doubled.
- Assassins’ Guild 3000 GP 4 TUs , A practical adventurer recognizes the benefit of being on good terms with the local assassins’ guild. While not necessarily an active assassin, you belong to an established assassins’ guild, and gain a +2 circumstance bonus on any single roll when dealing with other assassins of any guild, usable once per game session.
- Hunting Lodge 2250 GP 2 TUs , You are a master hunter and have been recognized as such by being invited to join an elite hunting lodge. As a member, you may take part in special hunts for rare and exotic prey each year, both on restricted hunting grounds and in the wild.
- Temple 3000 GP 4 TUs , Regardless of your class, you are an active member of your local temple or place of worship. Your commitment to seeing your faith prosper and grow has ingratiated you with the local clergy, and you may even hold a spot among them when not out adventuring. Once per game session, if you have access to an operating temple of your faith, you can have a cleric use a ritual to remove a minor curse. You must visit the temple to receive this attention.
- Thieves’ Guild 3000 GP 4 TUs , Nearly every community, from the smallest village to the teeming metropolis, has a criminal underground, and most have one or more thieves’ guilds to look out for the interests of those on the opposite side of the law. As a member of one such thieves’ guild, you gain a +2 circumstance bonus on background checks to steal items
When not adventuring, many adventurers enjoy homes of their own where they can relax, raise families, or keep bulky spoils of their many exploits. Circumstance bonuses granted by properties do not stack, included for multiple instances of a given vanity.
- Provincial Townhouse 11250 GP 1 TU , Finding that you enjoy life in the big city, you have made a home for yourself. You gain a +4 circumstance bonus, usable once per game session, on any background check to gather information regarding your home province.
- Coastal Island 22500 GP 1 TU , A manor in the country isn’t isolated enough for you, and you have instead procured a small island a short distant off the coast of your choice. Too small and insignificant to show up on most maps, this island is nevertheless your haven of solitude, or serves as an out-of-the-way location where you can throw scandalous parties, conduct dangerous research, or simply meditate in silence without raising any eyebrows. Owning a coastal island increases the number of followers you can retain at any one time by +1.
- Country Estate 15000 GP 1 TU , Life in the city allows only so much space to roam, and a limited amount of privacy. A country estate affords you a much larger, rural home, located in a nation of your choice. When in that nation, you gain a +2 bonus on background checks regarding nobility.
- Farmstead 3750 GP 1 TU , You own a fully functional farm located just outside a larger city. This farmstead includes a sizable farmhouse, a barn, and a plot of land suitable for raising livestock or growing crops. If you own a farmstead, You gain a +2 circumstance bonus on background checks associated with farming and animal husbandry.
- Ship 7500 GP 1 TU , You own a maritime vessel that you use for trade, transport, or military purposes. This ship comes complete with a crew and earns enough money through normal operation to be self-sustaining, but isn’t necessarily profitable on its own. Whenever you require passage at sea, you may choose to take your vessel instead of an unfamiliar ship to deploy you and your party. You gain a +2 circumstance bonus on background checks associated with ships and sailing.