TOWN EXPANSIONS

 

Art by Claire McCart

  • Town Expansions are new districts or points of infrastructure that represent the progression and enhancement of a community. An individual Expansion may grant a beneficial effect to everyone in town or to individuals of a specific skill set or class. Individual Town Expansions can also have multiple tiers of advancement, awarding more benefits at each tier.

  • Unlocking the first three Expansions: Before the first Event, the Player Base will be polled to choose three out of the five Core Expansions. The selected Expansions become available for progression, starting at Tier 0. 


    Unlocking further Expansions: After an Expansion has been increased to its highest Tier, another one will be available to Unlock, once again chosen by popular vote. Certain in-game Events may unlock Expansions as well, based on the choices and efforts of the Player Base.

  • How to increase an Expansion: It takes 300 Infrastructure Points (aka Infra) to gain an Expansion or increase it to the next Tier. 

    • Donate Components to it during Sign-in or during a Market Hour. Each Basic component is worth 1 Infra, Rares are worth 5 Infra, etc.

    • Perform an NPC shift: At the beginning of your NPC Shift, inform Game Staff of what Expansion you are upgrading. Each hour contributes one Infra. This is for Part-time NPCs only. 

    • Accomplish Delves or Missions that benefit the locale, awarding 2-10 Infra per Delve.

    Town Growth -- at the end of every event, every unlocked Expansion increases by 10 Infra based on the local townfolk’s efforts or they match the Player Characters’ efforts (whichever is greater). This means that almost all gains are actually worth DOUBLE their value.

  • How to decrease an Expansion: Expansion progress may be hindered by certain circumstances and entire Expansions can even be rendered inert. Naturally, efforts can be undertaken to reverse this damage.

    • Attack local NPCs: Attacking or robbing townsfolk NPCs, especially merchants and people of influence, will decrease Expansions and will also highlight the attacker as an outlaw, potentially depriving them of the town’s protections and benefits. Attacking or robbing outlaws or monsters have no such effects.

    • Seasonal Magna Storms: Every 6 months, seasonal magnetic mana storms will hit the area, inflicting damage upon some Expansions - this may render them inert until repaired.

    • Monster Swarms or other Disasters: Similarly, wandering monsters, cannibal outlaws, or (super)natural disasters may inflict damage to one or more Expansions. PCs may attempt several efforts to mitigate or negate this damage, either by slaying Wandering Monsters, subduing/killing outlaws, assisting Disaster recovery efforts and similar mitigation tasks.


  • A part of town for scholars, students, and teachers. This improves research and training options. [OVERFLOW occurred on May 2024]

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    TIER 1 of 3: TEACH THE VILLAGE

    — Any Player Character can expend their Craft-Ritual action to teach a Basic Skill to one other Player.

    — Those that use the Instruction Skill can teach two additional people than normal.

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    Tier 2 of 3: TOME OF KNOWLEDGE

    — The town is blessed by a Tome of Knowledge, representing easier access to records and rumors.

    — At least 5 Player Characters working together can Research one topic as a Group for at least 10 minutes. This functions much like the Scholar skill, costs five Basic Components (any) and 1 Craft-Ritual action from the activity’s leader. Before the end of the next Period or current Event, they get their Answer. They must copy the question and the answer in an organized and legible manner in the town’s Tome of Knowledge.

    — Using the Scholar Discipline’s Research skill or the Detect Truth Spell only costs 1 Basic component instead of 5 Basic Components.

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    TIER 3 of 3: HIGHER LEARNING

    — Academics and educators see the town as a place of learning. With these come trainers and training manuals that allow for greater education. And as the town prospers, so do its residents and visitors.

    — Erudite Self-Training: All Player Characters are able to Self-Teach Erudite skills at the cost of 1 Pure Component (any). All other requirements still apply.

    - Increased Attunements: All Player Characters can have one more Attunement than normal. This will stack with similar bonuses but it will not allow a Player Character to have more than 10 Attunements.

    - Investigate a Mystery: This is a new Interim Action that is available for everyone to use. This functions much like the Research Skill except without the Component cost and the required helpers. Only one question can be asked at a time. Individuals with the Detect Truth spell or the Researcher skill may ask two questions instead. Multiple individuals working on the same topic (or similar topics) may get identical answers -- cooperative research/tracking is done with the “Guild Tracking” Interim Action while deeper research is best done by contacting specific NPCs in the world.

    The topic limitations and other restrictions of the Research Skill apply.

    — All Guild Tracking actions are considered to have 1 more Interim action than normal added to the total expended by its Guilders.

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    OVERFLOW (Occurs when Tier 3 hits 300 Infra and resets Tier 3 to 0/300)

    Benefit: A pilgrimage of students and scholars enter the town. Basic and Complex Skills may be Self-Trained without expending Components, at the cost of an additional Attunement per Skill.

    Drawback:
    This influx of knowledge may invite illicit and hazardous magics or lore-eating entities to the area. Said entities are said to be able to devour memories and skills from unwary victims.


  • The exchanging of ideas, words, and commerce. This improves Crafting, Rituals, and trade. [OVERFLOW occurred on March 2024]

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    TIER 1 of 3: SHARE THE LOAD

    — A Player Character may expend their Craft action to assist another Character and augment one ally’s Craft action with either Bonus Output or Bonus Quality.

    — During a Market Hour, a Character performing a Craft-Ritual action can be augmented twice, as long as the augments are Bonus Output AND Bonus Quality (not two of the same kind). Normally, a particular action can only receive 1 Augment.

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    Tier 2 of 3: MARKETPLACE CRAFTSMANSHIP

    — A bigger marketplace means easier access to goods, knowledge, and services.

    — When you perform an NPC shift of at least 3 hours, you choose to perform Crafting or perform a Ritual. This Craft-Ritual action has the following advantages (1) you can change the type (not Tier) of Components that you are using (except Prismatic). (2) Your Crafting is also considered to be Augmented with your choice of Bonus Output or Bonus Quality.

    — When you Craft or perform a Ritual using an Interim action, you may change the type (not Tier) of the Components you use.

    — Lastly, you may Self-Train in Erudite Counselor and Builder skills that you are eligible for.

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    TIER 3 of 3: TRADING HUB

    -- Snakewater has become a major hub of trade and commerce in the region. Merchants and businessfolk flock to its reaches en masse. And as the town prospers, so do its people and its guests.

    -- Increased Attunements: All Player Characters can have one more Attunement than normal. This will stack with similar bonuses but it will not allow a Player Character to have more than 10 Attunements.

    -- When you use a Craft-Ritual Action during Market Hour, the Type (not Tier) of the Component is irrelevant, except for those crafts/rituals that require Prismatic Components or those that produce Superior Items (or similar Erudite/Superior level effects).

    -- With the improved commercial infrastructure of Snakewater, feats of craftsmanship and magic are easier to perform. Using the “Craft an Item” or “Perform a Ritual” Interim Action allows for 10 effects/items instead of 5 effects/items.

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    OVERFLOW (Occurs when Tier 3 hits 300 Infra and resets Tier 3 to 0/300)

    Benefits: One of the mercantile Subfactions blesses the town with its presence, granting an additional Market Hour, a Bazaar, or even an Auction of rare items.

    Drawback:
    This may inflict pollutants into the local environs, requiring clean up or similar activities or risk damage to the other Expansions.


  • As the land grows stronger, so does its people. This adds options for invigoration and health. [UPGRADED TO TIER 2 AFTER MARCH 2024]

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    TIER 1 out of 3: FRESH PRODUCE

    — After 10 minutes of eating or drinking food, you gain the “Vital Lore” Attunement for this Event. This requires 5 Minor CMP (Herbal or Water) surrendered to Game Staff or the R&R Interim Action.

    • Vital Lore (1 ATN, +HP): Your maximum HP is increased by +1 . it may not exceed 10 HP. This is considered a food effect but not an Elixir effect for the purposes of Necrotic Biology and similar Traits/Skills.

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    TIER 2 out of 3: I AM THE LAND
    As Snakewater takes care of the land, it blooms in return.

    — Verdant Harvest: When Guilds with an Estate perform a Greater Harvest and reach 10+ Interim Actions, additional CMP is learned. The Leader of this Venture gains 1 more Basic CMP and all participating Guilders receive 1 Minor CMP.

    — Tranquility Now: Whenever you would get the Vital Lore ATN, you can choose to get the Tranquil Lore ATN instead.

    • Tranquil Lore (2 ATN, +Heal): When you imbue others with Healing or Resolve, increase that effect by +1, adhering to your heal/resolve limit.

      • Drawback 1: Tranquil Mindset: You cannot inflict more than 1 damage through attacks or spells.

      • Drawback 2: Earthen Link: If the local land suffers any maladies or corruption, you may find yourself subject to this between Events.

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    TIER 3 out of 3: FULL BLOOM (LOCKED)

    Snakewater has blossomed into one of the region’s food producers, enriching not only those around it but also those within it.

    — Increased Attunements: All Player Characters can have one more Attunement than normal. This will stack with similar bonuses but it will not allow a Player Character to have more than 10 Attunements.

    — Greater Verdant Lore: You can allow Vital Lore to occupy 2 ATN instead of 1 ATN to increase the bonus it grants to a +2. For newer Characters, this bonus is increased to a +3. Furthermore, you may invoke “No effect” and return the Effect Tag when you would be affected by a Basic Disease/Curse.

    — Wholeness of Body: The vitality of the land flows through its denizens. When a Brewer, Soother, or Restoration skill is used to grant Lasting Resolve, assume the assistance of one additional Skilled person per person actually performing the activity.

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    OVERFLOW (Occurs when Tier 3 hits 300 Infra and resets Tier 3 to 0/300)

    Benefit: For this Event, all Player Characters gain 1 Basic Component (herbal or season dependent) at sign-in.

    Drawback: This will also boost monstrous flora in the region.


  • The dead are remembered and they may rise again. This opens up options for those closer to death. [UPGRADED TO TIER 1 AFTER MARCH 2024]

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    TIER 0 of 3: THE SOULCATCHER

    To bring dead and willing allies back to life, Participants may use with the Soulcatcher, a machine designed by the Professor.

    Property 1: Resurrection Protocol -
    - An individual with the appropriate Skills* may use the Soulcatcher to revive a willing human that has died recently, incarnating a new body and basic clothing for those without one.

    Usage: Perform Conc-30 while physically interacting with this Apparatus

    -- Invoke “Corporeal Revive” to revive a dead, willing target that is within 10 feet.

    -- This will work on corpses or on spirits.

    -- This will not function on a spirit with more than 5 Grave Scars.

    Being Revived in this inflicts 1 Grave Scar, as per normal. However, if the Revival is done without a body, all items with the body are lost (except for Components, Fate-bound items, and certain plot-sensitive items).

    *Medicine Maker (Doctor skill), Tech-Diver (Tinker skill), and Junk-Diver (Junker skill).

    Alternatively, Transmutation Adept or Restoration Adept Skills -- perform an eConc-30 instead.

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    Property 2: Spirit Lock - An individual with the appropriate Skills** may use the Soulcatcher to make it harder for a spirit to leave a body. Improving the Graveyard might also improve the power of this Property.

    Usage: Perform Conc-30 while physically interacting with this Apparatus

    -- Invoke “Spirit Lock” to grant that ATN to a willing target.

    -- This will not function on a person with more than 5 Grave Scars.

    ** Soothing Confessor (Soother skill), Tech-Diver (Tinker skill), and Junk-Diver (Junker skill).

    Alternatively, Infusion Adept or Obfuscation Adept Skills -- perform an eConc-30 instead.

    • SPIRIT LOCK (1 ATN): Your spirit is artificially anchored into your corpse.

      • Effect 1: (1/Period) Invoke “Spirit Lock” to negate a Death Blow upon you. “Spirit Lock” may also be invoked when a Self-Revive count is disrupted - this prevents you from falling into the Critical State, but the count must be restarted. Naturally, this ability may be used while in the Downed state.

      • Effect 2: Your Maximum HP is increased by 1. As usual, this will never exceed 10 HP.

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    TIER 1 of 3: HEROES NEVER DIE

    Those who have passed lend their strength to the living and those who return might do so with heroic resolve.

    — Grave Gifts: When a Player Character (PC) that is currently dead is granted a Greater Revive during Events, they also receive one Grave Gift (see Grave Gift options).

    — Memory Loss: They also have the option to lose up to 3 Skills and refund the spent XP (but not the spent CMP). The PC’s remaining Skills must still fulfill the requirements after this memory loss.

    — Additional benefit: If you have at least one Grave Scar from a BTF Event but no Grave Gift, you retroactively receive one Grave Gift if you were not yet Gifted with one.

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    TIER 2 of 3: WHISPERS FROM THE GRAVE (LOCKED)

    Snakewater’s reverence for their ancestors, loved ones, or heroes receives a quiet response. Individuals sometimes feel that they are guarded or guided by those who have passed.

    — Spectral Crafting: An Arcanist, Builder, or Risen who has the Spirit Lock ATN is considered a Necrotheurge for the purposes of crafting items or Workshops that require a Necrotheurge/Bone Garden (e.g. Ghoulish Weapon or Bone Garden).

    — Beyond the Pale: Once per Event, a Player Character may spend at least 5 minutes communing with the dead or remembering the fallen at the Soulcatcher or the Graveyard Marker to gain the following effect and drawback:

    • Choose a Basic or Complex skill from your Class, you gain Training in it and waive the CMP cost of doing so. Ensure that this is signed off by Game Staff.

    • Receive the Death’s Door Curse (Anathemic, Incurable; 2 ATN; Expires after 3 Events) Your HP may not exceed 7 HP. If you already have a similar effect, then your HP may not exceed 5 HP. While you have Death’s Door, you may not benefit from further uses of Beyond the Pale.

    — Last Will and Testament: When a Character permanently dies, they may grant up to three Skills and/or Fate-Bound Items to their allies after a short funeral ceremony or memorial. The recipient must be eligible to use/learn said inheritance.

  • Option 1: HOLLOW HEALTH (2 ATNs; permanent)

    • Your maximum HP increases by +1

    • This must be labeled as “G-Gift: Max HP +1”

    • If you don’t have a Milestone yet, this is Max HP +2 instead.

    • For the first Event, this does not occupy Attunement slots. If the recipient is willing, this can be cured as a Basic Disease.

    Option 2: GRIM RESILIENCE (0 ATN; permanent)

    • You gain one Defiant, Survivor, or Scrapper skill of your choice.

    • It can be Basic or Complex but you must have its requirements.

    • This does not cost XP nor CMP to learn, but it must be labeled with “G-Gift”.

    Option 3: NECROTIC STIGMATA (0 ATN; permanent)

    • If you are eligible for it, gain the Necrotic Stigmata, the Necrotic Biology Trait, and the Necrotic Subtype of your choice.

    • This is permanent but only grants the Necrotic Biology Trait and not any other Trait.

    Option 4: SPECTRAL SIGHT (0 ATN; permanent)

    • You gain one Hunter, Reader, or Detection skill of your choice.

    • It can be Basic or Complex but you must have its requirements.

    • You can prefix and augment it with “Spectral” to bypass any effect that would limit its use (e.g. Blind effects) unless said effect prevents all Skill use.

    • This does not cost XP nor CMP to learn, but it must be labeled with “G-Gift”.

    Option 5: Grim Martyr (1 or 2 ATNs; permanent but can be made inert)

    • The Healing and Resolve you bestow on others is increased by +1

    • Your Maximum HP may not exceed 7 HP. If you already have an effect that does this, then this takes 2 ATNs instead of 1 ATN.

    • This must be labeled as “G-Gift: +Heal/Res”

    • For the first Event, this does not occupy Attunement slots. If the recipient is willing, this can be cured as a Basic Disease.


  • An industrial district that aids in crafting. [UPGRADED TO TIER 2 AFTER SEPT 2024]

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    TIER 1 of 3: INDUSTRIAL INFRASTRUCTURE

    — Side Hustle: When you perform an NPC shift of at least 5 Hours, you gain 1 more Basic CMP. Furthermore, for every two Expansions at Tier 3 (including this one if applicable), this is increased further by 1 Basic CMP.

    — Free Admixture: Once per Period, when you use a skill to make an Admixture effect (e.g. Transmute Element, Chem Maker, Crafty Improvisation) and no other effect, it does not expend your Craft-Ritual action for that Period.  You must be within 10 feet of and/or interacting with the Builder Box (which cannot leave the Cantina)

    — Workshop Assembly -1: Reduce the cost of crafting a Workshop by 1 Pure CMP. This discount has no bearing on any Superior CMP requirements but it may improve as the Forge grows.

    — Associated Prop: Builder Box

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    TIER 2 of 3 INDUSTRIAL INNOVATION

    The infrastructure of Snakewater has improved to spread among the populace in the form of greater mechanization and greater access to more refined Magna tech.

    Industrial Boons: The following Lesser Loyalty Boons no longer cost a Minor CMP: Artifice (gain/upkeep 1 basic item), Industry (+1 Basic CMP when you perform an NPC shift), and Marketeering (sacrifice your first Craft-Ritual action for 1 asic CMP)

    Refined Magna Fields: As is common in the Illustrados Isles, you can have Magna Fields no longer inflict “Magna Field Sickness”, but they must occupy 2 ATN (label this as Magna Field 1 and 2) or else cease to function.

    — Furthermore, if Spire Tier 2 or the Turbine Tier 2 has also been unlocked, you can choose to modify it so that it actually grants bonuses.

    • MAGNA MOTIVE (2 ATN; requires Forge Tier 2 + 1 other Magna Expac at Tier 2) —

      • If you have this Magna Field version, you can produce two more effects/products than normal from Bonus Output when you craft near the Builder Box.

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    TIER 3 of 3: FULL STEAM AHEAD (LOCKED)

    A new industrial district has come into fruition, heralding a new age for the technology and machinery in the region.

    — Increased Attunements: All Player Characters can have one more Attunement than normal. This will stack with similar bonuses but it will not allow a Player Character to have more than 10 Attunements.

    — Refined Infrastructure: Reduce the cost of crafting a Workshop by a total of 2 Pure CMP (this includes Tier 1’s effect). This discount has no bearing on any Superior CMP requirements. This does not require the Builder Box.

    Exalted Boon of Maintenance: This new Loyalty Boon is unlocked and available to those of Exalted or Paragon Loyalty. It allows them to expend 5 Rare CMP during an Interim Action to upkeep a single Superior Item. This benefits certain items more than others, specifically those that cost 6 or 7 Rare CMP. Any Superior CMP or other special requirements still need to be fulfilled.

    Create Imperial-quality items: These items are similar to Superior items but they can have 3 Augments. However, creating one requires a Fortified Superior item, is very expensive, and has additional requirements. Furthermore, the types of Imperial items allowed are limited by what Expansions Snakewater possesses/has optimized [REQUIREMENTS LOCKED UNTIL THIS TIER IS OPENED}

    — Developers’ note: Imperial items are intended to be “end game” objectives and indirect rewards for NPCing and Clean up. So the costs for them are prohibitively expensive — most PCs are encouraged to pursue them only if their other itemization goals/points have already been fulfilled — even then, it may take years to “save up” for one.

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    OVERFLOW (Occurs when Tier 3 hits 300 Infra and resets Tier 3 to 0/300)

    Benefit: PCs may donate their Periodic Craft-Ritual action during Sign-in or Market Hour to gain a B.CMP - this represents short-term industrial employment.

    Drawback: The wheels of industry spin ever faster, causing industrial runoff and Scrap Geists.


  • A Magna-tech answer to calamity and monsters. This defends the town from Magnastorms and improves some magics and tech. [UPGRADED TO TIER 2, JULY 2024]

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    TIER 1 of 3: LIGHTNING ROD

    — When Infrastructure damage is taken by Snakewater from Magnetic Manastorms, Warp Quakes, or similar para-natural phenomena, this Expansion takes the damage instead. When it is brought to Tier 0 (0/300), it remains unlocked but the remaining infrastructure damage is spread evenly among the other unlocked Town Expansions.

    — Magna-storms affect Snakewater every six months and inflict 20-120 points of Infrastructure damage to every Expansion.

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    TIER 2 of 3: BULWARKED FRAME

    The structural aspects and protections of the Stormbringer Spire have been strengthened.

    Mitgate Storm: Infrastructure damage from Para-natural effects and disasters (e.g. Magna Storms, Warp Quakes, etc) are halved. During Spire Overflow, such damage is cut to ¼ of its strength.

    Stabilized Magna fields: The protection of the Spire also mitigates the harmful effects of a personal Magna Field. You can have Magna Fields no longer inflict Magna Field Sickness, but they must occupy 2 ATN (labelled as Magna Field 1 and 2) or else cease to function.

    • Furthermore, if Forge Tier 2 or the Turbine Tier 2 has also been unlocked, you can modify your Magna Field to actually grant bonuses based on what Expansions are unlocked and your own personal choice.

    • MAGNA AEGIS (2 ATN; requires Spire Tier 2 + 1 other Magna Expac)

      • While you generate a Magna Aegis and are wearing armor, your maximum Aegis increases by 1 (up to the Aegis cap of 5).

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    TIER 3 of 3: STORMBRINGER SHIELDING (LOCKED)

    The Spire has been upgraded to its current maximum potential and it can shield not only the town from calamity but also the people within from physical attacks. 

    — You gain an extra Attunement slot. This will not allow you to have more than 10 ATNs

    — Spire-powered Rituals (req. Magna-Field): When performing a magical Ritual that would grant an ATN effect to an ally, you can channel the Spire’s electrical power into your spellcraft. This does not affect non-magical Rituals.

    • You may opt to lower the CMP cost by 5 M.cmp or 1 B.cmp, similar to the Project Power spell. However, this increases the amount of ATN that the spell requires by +1 ATN slots. This cannot be used for Crafting/Upkeeping items.

    • This requires that you are generating a Magna Field or have an effect that considers that you are doing so. This is not a requirement if this Ritual is done as an Interim Action. 

    Stormbringer Siphon: Builder or Arcanist can modify a worn Skill Kit so it can use the Spire for personal defense.

    • Requirement 1: This requires Conc-30 and role-play that simulates mechanical adjustment (this does not require a Craft Ritual action but it only lasts 1 Event).

    • Requirement 2: The recipient also needs to surrender 1 ATN (labeled “Stormbringer”, lasts 1 Event).

    • Benefit 1 (1/Period): Invoke “Stormbringer: Resolve 3” to gain that Resolve as a personal energy field. This may not be used more than 1/Period regardless of any circumstances (e.g.  changing Skill kits, etc). It also cannot be increased or decreased except by Spire Overflow or certain Aftereffects (i.e. Ironsoul Bravado)

    • Benefit 2 (at-will): After affecting a target with a Spell or Smite that inflicts “Lightning”, you may opt to invoke “Stormbringer” and perform a second attack aimed at the same target within the next 3 seconds. This Aftereffect inflicts your choice of “2 Lightning” or “Rot 5”, reflecting a brutal static shock after you hit an enemy.

      • This cannot be made Master/Piercing and must be ranged if the initial attack is ranged and vice versa. This Aftereffect does not require a Targ and cannot be improved except with Spire Overflow.

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    OVERFLOW (Occurs when Tier 3 hits 300 Infra and resets Tier 3 to 0/300)

    Benefit: The Spires course with etheric power. Any Infrastructure damage from para-natural phenomena is halved during the next three Events. Stormbringer attacks ("3 lightning") and Stormbringer Resolve ("Resolve 5") are improved for 1 Event.


    Drawback:
    On the other hand, entities of lightning and/or flame may be drawn to this place.