Skip to content
Complications

This project has its own special complications. The first time you complete this project for an organization, you have a 25 percent chance of being caught. Each time you complete this project again with the same organization, the chance of being caught increases by 25 percent and the project goal increases by 30. If you are caught while going undercover, members of the organization pursue you ruthlessly as the Director determines.

Additionally, while you work to complete this project, you might be called upon by the organization to complete a task you might not want to do. Failure to complete the task leads to you being caught. You can avoid the task by fleeing the organization, but this prevents you from completing the project and makes it impossible for you to undertake this project again with the same organization.

Hone Career Skills Events Table
d10 Event
1 Before the roll, an old colleague from the hero's past asks the hero to give up adventuring and come back to their former career. A hero who reaffirms their intent to remain a hero gains a hero token. However, if they do soβ€”or if they lie to say they will return to their old careerβ€”the project goal increases by 50 points as their old colleague refuses to help them.
2 After the roll, the hero is hurt on the job. They end the respite with 1 fewer Recoveries than usual.
3 Before the roll, the hero stumbles upon an individual seeking guidance about entering the same career as the hero. If the hero forgoes their project roll to help this NPC, the individual becomes one of the hero's followers, which they gain in addition to any followers acquired through Renown or other means. The follower is an artisan or a sage depending on the hero's career, as the Director determines.
4 After the roll, the hero finds inspiration from their old life that helps out with a different project they or another hero are currently working on. The hero working on the second project can immediately make a project roll for that project.
5 Before the roll, the hero stumbles into a negative aspect of their career that they forgot was particularly grueling. If the project roll is 11 or lower, it is halved.
6 After the roll, the hero learns rumors of a treasure of the Director's choice that other members of the hero's previous career are seeking. If the hero doesn't seek the treasure ahead of time, they automatically determine where the treasure is to be found when they complete their project.
7 Before the roll, a vaguely familiar stranger in the same career asks if they can work with the hero on their project. If the hero accepts their help, the stranger makes one project roll for the project with a +2 modifier. Only afterward does the hero learn whether the stranger supports their motivation for working on the project or whether they work for the campaign's villain.
8 After the roll, the hero strangely feels 5 years younger. Any character familiar with psionics recognizes the phenomena as a chrono-anomaly. The hero grows younger each time they make progress on the projectβ€”but will cease to exist if they complete the project without first finding and stopping the source of the anomaly.
9 Before the roll, the hero stumbles upon an old memento from when they worked their former career. They can choose between gaining an automatic breakthrough on the project roll or gaining a hero token.
10 After the roll, the hero gets back into the rhythm of their former career. They can make two additional project rolls.